The Slaads escape, Slaad A took a few more blows on its way out, dripping plenty of vile blood for a short ways as they disappear eventually through the twisted, convoluted streets of the Inverse.
(Combat over. No, going to negative hit points doesn't mean instant death. If the first fireball downed you, the second would only give you 1 death save fail. If It took the second to down you, you're just down and unconscious as normal, unless the surplus damage is equal to or more than your HP maximum. I'm pretty sure no one's max is low enough to worry about that. :) )
You are easily able to stabilize and heal the injured...except Beltha, whose now fire scarred body smolders some in the wake of the blasts, turned awkwardly as if trying to twist away from the incoming flames. It is, perhaps, as Eithne observed, that those who live by chaos, get burned by chaos. (yes yes I know that's not exactly what she said :P )
Still, the body remains, unless someone has a means to revive her and wishes to do so, and can still be taken to the authorities in Automata, to Aristimus to be dealt with however they see fit, and collect your reward.
When you arrive to find Aristimus, he remains outwardly stoic but there is perhaps a small amount of inward delight at seeing Beltha and the logbook. He offers you the reward of 1,000g (if you revive her it's 2,000g) as well as a simple trinket: a precise copper pocket watch with a face that tracks 168 hours (worth around 500g but perhaps more to the right person or place). He also issues you a pass to the gate and ushers you closer to the front of the line, at that point leaving you perhaps a half hour to wait to access the gate with your mimir.
Eithne sighs with relief at the drastic reduction in waiting time.
If Belths has been resurrected, the Lone Survivor occasionally thinks back to her—what her motivations were, what her fate will be—and the Voices in her head offer the most disparate hypotheses on the matter, often making her seem absorbed and thoughtful.
But the Savage Wanderer is mostly satisfied with having made progress. It seems, with this group of resourceful people, she might be able to discover more about her past. Perhaps even regain a better memory of events. Perhaps even... put the Voices in her head to rest? A faint smile plays on her lips at the prospect...
Finding Beltha gravely wounded from the fireballs, Jesa is initially inclined to just leave things be. But the group had intended to keep her alive and she knew others in the group had wanted to have a chance to speak with her. And so, she went to her and used her Lay on Hands to heal her for 1 hp and try to revive her.
{I meant to post this this morning, but forgot to do so till I noticed before heading for bed 🙁}
I think Beltha is completely dead from the two fireballs. But Faith will use her Revivify spell to revive her, then cast Mass Healing Word to heal everyone including Beltha. for 16 HP.
If she wasn't dead, then skip the rivivify, but still cast Mass Healing Word
Faith would like the diamond used to bring back Beltha to be replaced from the reward, so that she can be ready to cast it again when needed..
Eithne had been slightly saddened by the injustice of Beltha's death. Precisely because she had been worried that the thief might face a sentence disproportionate to her actual dangerousness, seeing her burned alive by the magical fire of attackers who appeared out of nowhere had touched her deeply.
So, the Lone Survivor is delighted to see that the benevolent Faith is capable of remedying even such extreme events! 'If only she had been there, with our tribe... How many could she have resurrected?' she thinks. But the Voices in her head retort: 'She would simply have been killed too!' 'She wouldn't have known where to find enough diamonds!' 'She could have stolen them...' 'It would have taken too many! Sooner or later they would have discovered her and arrested her!'
When the cleric makes her request that the diamond used to bring Beltha back be replaced by the reward, the Savage Wanderer assumes everyone will agree: "Of course, Faith! I think everyone feels much more secure, knowing you can do for us what you just did for Beltha!"
[[ OOC: Which isn't to say everyone "has" to agree as well—I'm just role-playing the fact that my character is strongly in favor of granting Faith's request. ]]
If you really want to revivify Beltha you can, and deliver her alive to Aristimus. If so, she is summarily taken in magical shackles and escorted away for interrogation and probably incarceration. If you ask Aristimus about her fate, he will tell you that while the system is laborious, it is thorough and detailed and she will receive a just penalty. Death is unlikely since the book was returned and no further irregularities manifested themselves.
Jesa agrees that part of the gold the group earned should go to replace the diamond Faith used. She asks Aristimus if there might be anywhere nearby that would sell such an item. "We can divide up the remainder once we get back to the Iedcaru," she suggests. "And I guess just hold on to that watch for now."
(OOC - While I'm guessing Revivify will not be of any use for our characters, Jesa herself would agree. And who knows, maybe we'll meet other folks in need of it!)
Rogferr will give a quick prayer to his Goddess after everyone makes it out alive. He is fully on board with Faith being paid for her spell components. Giving a quick response as if he did not even give Faith's request a second thought.
“We made it out thanks to you so if you wish that Beltha makes it out with us you should do as the Gods wish.”
Finding out that they still will have to wait Rogferr looks a little saddened but becomes very eager to get this over with.
There are shops in Automata, if you can find them amid all the all-too similar looking buildings. Make a Survival check: DC18 you find one before the rest of the group gets to the portal, DC15 takes longer but you still find it. If you are of a Lawful alignment, you may make a Charisma based check, DC 15, to a random automaton to attempt to get help finding a shop. A successful check lowers the Survival check to 10.
For whomever is currently attuned to the mimir: You must stand within 5ft of the portal with the mimir and record a description of the gatetown and your impression of it. Yes, it is relevant later, and yes, give your honest opinion. :)
(OOC - Looking back, it seems Sizzle was the one that got the mimir working and was carrying it around. I don't think we ever specifically said who had the mimir. I am fine with Esta being the one who's attuned. Jesa is the one that had been asking the mimir questions when we got here, so I guess she could be an option to. Up to Esta I guess!)
(I'm fine with anyone attuning to it, easy to say someone has done it at some point along the way here. And for those keeping score at home, here is the list of gatetowns needed to restore the mimir: Automata, Curst, Excelsior, Faunel, Glorium, Rigus, Sylvania.)
(OOC - I guess I will just assume Jesa is attuned.)
As the one responsible for the mimir, Jesa decides she ought to stay in line while the others look for shops. "Just don't take too long. I'm sure I'll have this done in no time now."
Faith goes looking for a shop that sells diamonds. While she hopes never to need it again, It is far better to have the diamond and not need it, than to need it and not have it.
Eithne has no shopping to do and feels uncomfortable in the rigid reality of Automata, so she stays with Jessa, just in case something unexpected happens.
The Lone Survivor's azure eyes, however, continue to cast suspicious glances around, from the constructs to the orderly rows to the portal... as if searching for something more natural and familiar, which, however, in this place, doesn't seem easy to find.
'I wonder if there are trees, real trees, here?' the Savage Wanderer thinks. 'I suppose the best approximation here would be green metal pyramids grafted onto a crude pillar of some sort...' The Voices in her head discuss the matter: 'You're probably right, Eithne! What a crazy place!' 'Good thing we won't have to stay here long...' 'No, but it's impossible, I can't imagine it, a place without grass and trees... They must be there, somewhere!' 'Nature and life can't be easily harnessed.' With nothing in particular to do at the moment, for once Eithne isn't disturbed, but rather relieved that her internal chatter is distracting her—and thus helping her endure the wait.
Faith is easily able to figure out the layout of the streets and the designations and finds a shop a little ways away. There is only a notation over the door etched with precision that says "Mecharcane Supplies". Inside is a fastidious gnome with sharply short trimmed white hair, wearing and rusted bold colored eyes. Faith would notice quickly that all of the items out on display are sized in pleasing proportions and stacked together in unusual quantities. They do have a diamond for sale, cut into a perfect cube.
Eithne would notice as they wait around, that while the vast majority of the city is metal, there are a few rocks and vegetation bits around, but they are all perfectly symmetrical. They would also realize by now too that the workers they see around, guards, locals, and such all appear to move in lock-step with the incessant ticking coming from the enormous cog wheel in the middle of town, the portal to Mechanus.
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(ah yes, I didn't realize I was that close. She would have used Cunning Action: Disengage to roll away then used her action to attack)
Esta sees the incoming fireballs, and attempts to roll out the way:
Dex Save 1: 24
Dex Save 2: 24
She manages to avoid most damage, but is still singed from the flames (with Uncanny Dodge, the half damage is halved again - taking 14 fire damage).
Slaad A CON save against counterspell: 14
The Slaads escape, Slaad A took a few more blows on its way out, dripping plenty of vile blood for a short ways as they disappear eventually through the twisted, convoluted streets of the Inverse.
(Combat over. No, going to negative hit points doesn't mean instant death. If the first fireball downed you, the second would only give you 1 death save fail. If It took the second to down you, you're just down and unconscious as normal, unless the surplus damage is equal to or more than your HP maximum. I'm pretty sure no one's max is low enough to worry about that. :) )
You are easily able to stabilize and heal the injured...except Beltha, whose now fire scarred body smolders some in the wake of the blasts, turned awkwardly as if trying to twist away from the incoming flames. It is, perhaps, as Eithne observed, that those who live by chaos, get burned by chaos. (yes yes I know that's not exactly what she said :P )
Still, the body remains, unless someone has a means to revive her and wishes to do so, and can still be taken to the authorities in Automata, to Aristimus to be dealt with however they see fit, and collect your reward.
When you arrive to find Aristimus, he remains outwardly stoic but there is perhaps a small amount of inward delight at seeing Beltha and the logbook. He offers you the reward of 1,000g (if you revive her it's 2,000g) as well as a simple trinket: a precise copper pocket watch with a face that tracks 168 hours (worth around 500g but perhaps more to the right person or place). He also issues you a pass to the gate and ushers you closer to the front of the line, at that point leaving you perhaps a half hour to wait to access the gate with your mimir.
Eithne sighs with relief at the drastic reduction in waiting time.
If Belths has been resurrected, the Lone Survivor occasionally thinks back to her—what her motivations were, what her fate will be—and the Voices in her head offer the most disparate hypotheses on the matter, often making her seem absorbed and thoughtful.
But the Savage Wanderer is mostly satisfied with having made progress. It seems, with this group of resourceful people, she might be able to discover more about her past. Perhaps even regain a better memory of events. Perhaps even... put the Voices in her head to rest? A faint smile plays on her lips at the prospect...
Finding Beltha gravely wounded from the fireballs, Jesa is initially inclined to just leave things be. But the group had intended to keep her alive and she knew others in the group had wanted to have a chance to speak with her. And so, she went to her and used her Lay on Hands to heal her for 1 hp and try to revive her.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
{I meant to post this this morning, but forgot to do so till I noticed before heading for bed 🙁}
I think Beltha is completely dead from the two fireballs. But Faith will use her Revivify spell to revive her, then cast Mass Healing Word to heal everyone including Beltha. for 16 HP.
If she wasn't dead, then skip the rivivify, but still cast Mass Healing Word
Faith would like the diamond used to bring back Beltha to be replaced from the reward, so that she can be ready to cast it again when needed..
Eithne had been slightly saddened by the injustice of Beltha's death. Precisely because she had been worried that the thief might face a sentence disproportionate to her actual dangerousness, seeing her burned alive by the magical fire of attackers who appeared out of nowhere had touched her deeply.
So, the Lone Survivor is delighted to see that the benevolent Faith is capable of remedying even such extreme events!
'If only she had been there, with our tribe... How many could she have resurrected?' she thinks.
But the Voices in her head retort: 'She would simply have been killed too!'
'She wouldn't have known where to find enough diamonds!'
'She could have stolen them...'
'It would have taken too many! Sooner or later they would have discovered her and arrested her!'
When the cleric makes her request that the diamond used to bring Beltha back be replaced by the reward, the Savage Wanderer assumes everyone will agree: "Of course, Faith! I think everyone feels much more secure, knowing you can do for us what you just did for Beltha!"
[[ OOC: Which isn't to say everyone "has" to agree as well—I'm just role-playing the fact that my character is strongly in favor of granting Faith's request. ]]
If you really want to revivify Beltha you can, and deliver her alive to Aristimus. If so, she is summarily taken in magical shackles and escorted away for interrogation and probably incarceration. If you ask Aristimus about her fate, he will tell you that while the system is laborious, it is thorough and detailed and she will receive a just penalty. Death is unlikely since the book was returned and no further irregularities manifested themselves.
Faith is glad to hear that. Although Beltha might have preferred to stay dead, we'll never know what her fate is.
Jesa agrees that part of the gold the group earned should go to replace the diamond Faith used. She asks Aristimus if there might be anywhere nearby that would sell such an item. "We can divide up the remainder once we get back to the Iedcaru," she suggests. "And I guess just hold on to that watch for now."
(OOC - While I'm guessing Revivify will not be of any use for our characters, Jesa herself would agree. And who knows, maybe we'll meet other folks in need of it!)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Rogferr will give a quick prayer to his Goddess after everyone makes it out alive. He is fully on board with Faith being paid for her spell components. Giving a quick response as if he did not even give Faith's request a second thought.
“We made it out thanks to you so if you wish that Beltha makes it out with us you should do as the Gods wish.”
Finding out that they still will have to wait Rogferr looks a little saddened but becomes very eager to get this over with.
There are shops in Automata, if you can find them amid all the all-too similar looking buildings. Make a Survival check: DC18 you find one before the rest of the group gets to the portal, DC15 takes longer but you still find it. If you are of a Lawful alignment, you may make a Charisma based check, DC 15, to a random automaton to attempt to get help finding a shop. A successful check lowers the Survival check to 10.
For whomever is currently attuned to the mimir: You must stand within 5ft of the portal with the mimir and record a description of the gatetown and your impression of it. Yes, it is relevant later, and yes, give your honest opinion. :)
(OOC - Do we know who is attuned? I'm not sure anyone is left that ever was!)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
(Someone was holding onto it, so I would assume they were the one attuned to it. Maybe Esta?)
(OOC - Looking back, it seems Sizzle was the one that got the mimir working and was carrying it around. I don't think we ever specifically said who had the mimir. I am fine with Esta being the one who's attuned. Jesa is the one that had been asking the mimir questions when we got here, so I guess she could be an option to. Up to Esta I guess!)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
(I'm fine with anyone attuning to it, easy to say someone has done it at some point along the way here. And for those keeping score at home, here is the list of gatetowns needed to restore the mimir: Automata, Curst, Excelsior, Faunel, Glorium, Rigus, Sylvania.)
(OOC - I guess I will just assume Jesa is attuned.)
As the one responsible for the mimir, Jesa decides she ought to stay in line while the others look for shops. "Just don't take too long. I'm sure I'll have this done in no time now."
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Faith goes looking for a shop that sells diamonds. While she hopes never to need it again, It is far better to have the diamond and not need it, than to need it and not have it.
Survival 21 (rolled in game log).
Eithne has no shopping to do and feels uncomfortable in the rigid reality of Automata, so she stays with Jessa, just in case something unexpected happens.
The Lone Survivor's azure eyes, however, continue to cast suspicious glances around, from the constructs to the orderly rows to the portal... as if searching for something more natural and familiar, which, however, in this place, doesn't seem easy to find.
'I wonder if there are trees, real trees, here?' the Savage Wanderer thinks. 'I suppose the best approximation here would be green metal pyramids grafted onto a crude pillar of some sort...'
The Voices in her head discuss the matter: 'You're probably right, Eithne! What a crazy place!'
'Good thing we won't have to stay here long...'
'No, but it's impossible, I can't imagine it, a place without grass and trees... They must be there, somewhere!'
'Nature and life can't be easily harnessed.'
With nothing in particular to do at the moment, for once Eithne isn't disturbed, but rather relieved that her internal chatter is distracting her—and thus helping her endure the wait.
Faith is easily able to figure out the layout of the streets and the designations and finds a shop a little ways away. There is only a notation over the door etched with precision that says "Mecharcane Supplies". Inside is a fastidious gnome with sharply short trimmed white hair, wearing and rusted bold colored eyes. Faith would notice quickly that all of the items out on display are sized in pleasing proportions and stacked together in unusual quantities. They do have a diamond for sale, cut into a perfect cube.
Eithne would notice as they wait around, that while the vast majority of the city is metal, there are a few rocks and vegetation bits around, but they are all perfectly symmetrical. They would also realize by now too that the workers they see around, guards, locals, and such all appear to move in lock-step with the incessant ticking coming from the enormous cog wheel in the middle of town, the portal to Mechanus.