We picked up in the middle of combat, facing what looked to be one frost wight (the second died real quick in the first moment of the restarted game), and two “Scary Black Things,” which had proved to be very robust to damage, presumably very high DR.
Shiba goes after the frost wraith, and severs its good arm.
Cadmus is still buffed from his Righteous Fury (ST 19, DX 17, IQ 12, HT 18) and launches a complicated two-blow attack, one on each Scary Black Thing. He hits both in the neck for 13(2) and 18(2) damage, and both SBTs are alive, angry, but less alive than they were before getting Shrivener to the neck.
The moonflower comes up behind us, finally, still on fire from our initial assault. But he’s close enough to grapple Staver.
By “grappled” he means “swallowed,” and he also suffers 4 corrosive acid damage as well as 6 piercing “ow, spiky bits in it’s mouth” damage.
Shiba hears a heavy thud from somewhere to the northwest, and Thumvar is surprised from behind by a blow that no one, not even his friends, see coming.
GM: Something heavy but somewhat… giving slams into your side, Thumvar. You don’t know, something just hit you in the side out of the blue. Your right flank. It does 9 cr, and Thumvar is forced to make a HT check.
Something tickles his nose, and he sneezes.
Thumvar has DR 14 or so, so nothing penetrates.
Now Staver’s turn. He loses the Contest of ST to break free by more than 40. Yow.
The SBTs change posture to kneeling, which is as as far as they get. Staver recalls he has a Salamander Amulate, and has DR 11 or so. Next turn, will open a vial of alchemist’s fire inside the plant.
Thumvar turns to strike SBT2, but sees . . . something.
THere’s nothing…. solid there. But
there’s a faint tracery of something with three trunklike legs in
a tripod configuration and two arms, with a wide cap where a
normal thing’s head might be.
Completely see-through, but you can
see the edges of it.
Thumvar throws one of his patented Dual-Weapon Attacks, at -6 for transparency, and spends a Knight! point to hit with the sword. The outline does not respond to his attack, but something heavy yet soft deflects the blow out of the way. We’re being attacked by some sort of ambulatory mushroom. Must be trippin’.
|“Stanniy-kun! The Caterpillar Grasps
the High Leaf!” A golden nimbus envelops Hayai, extending several
feet past the tip of the blade, as Shiba performs surgery on the
Moonflower to release Staver. Telescoping attack result:
by 7 »
and cut Staver’s prison result:
by 0 » DA-8/-4 for 15
|And I will spend Knight! destiny
points like water to make sure that attack hits
So, two roots try to encircle Staver result:
by 4 »
by 7 » and two more snake towards Shiba result:
by 1 » and result:
by 7 »
GM: Staver, in the hex to the south of you the outline of some sort of mushroom has appeared, prone. Also, you feel a sudden burn along every inch of exposed skin. It feels like something tiny and cold is trying to burrow into you. Moderate Pain: Pain: You have a penalty to all DX, IQ, skill, and self-control rolls. This is -2 for Moderate Pain, -4 for Severe Pain, and -6 for Terrible Pain. High Pain Threshold halves these penalties; Low Pain Threshold doubles them.
Staver has received initiative. GM: Your turn.
Staver is annoyed:
Staver: Draw two alchemists fire arrows, fire
them directly into mushroom guy’s HEX, aiming to hit myself with
splash damage along with him. I will BURN this crud off. +4 to hit
his hex, -10 for dazzled, -2 for pain = -8?
Staver: I bet I’m more heat resistant than it
Note: alchemist’s fire is nasty stuff. 1d (5) burning for 30 seconds.
Cadmus: Pretty sure that control panel was powered by evil.
Cadmus wanders around the tower, looking a bit dazed, and studiously avoidng control panelish things
GM: I won’t make you fiddle with it and guess the function of stuff. With an hour to mess around, you figure out that you can manipulate the panel to produce a shimmering hexagonal floor in hte central chamber that waits for about 10 seconds, shoots upwards to what looks like the next floor, and then disappears after another several seconds at the upper level.
GM: Okay, so Thumvar works the levers, tongue sticking out the corner of his mouth, and then Thumvar and Cadmus run onto the shimmering floor. It shoots upward.
GM: The acceleration on this thing is pretty intense. You travel about 30 yards in about three seconds.
GM: The wind buffets you mightily on the way up, and the floor slides to a sudden stop. You are in the next section up of the hexagonal tower. Most of it is open, but there are walls sectioning off the northern quadrant of this level. Also, oddly the ice looks damaged here. The floor and walls have deep grooves, and large holes in them, though they don’t penetrate to the outside of the tower.
Staver: Claw marks. Drag marks of dead dragon.
GM: Both of you know you want to get off the floor pretty quickly.
We really need to get off this level.
GM: So, wormeated floor and walls. Room to the north with door and mysterious panel. Other panel near the shaft.
GM: Whatchoo gonna do?
Shiba fiddles with yet another control panel, and determines how to open the giant door. He “pushes the button,” and then . . .
There’s a delicate chime, and six traingular sections of the door seperate cleanly and withdraw into the sides of the hexagonal door. It’s a room full of crystals. All pulsing slowly. Importantly, they seem to be valuable crystals. Also, everything is coated in a thin layer of dust, and the air smells stale. There are a couple of magical ones, and a few mundane ones. The room looks like the panels you’ve been messing with, but floor to ceiling.And there is some sort of pattern to the flashes that are rippling through the crystals. You’re pretty sure this entire room is some sort of functional device, but you’re not sure what kind.
Cadmus asks if he should invoke Smite in here. Sarcastically.
We end there.