DM Ken Tuesday March 2nd, 2010 9:16:50 PM
As the group sorts through the scraps of paper and evidence, Sir John sees a piece that fell beneath a bookcase. Looking at it closely, he sees that most of it is burned, but the words, "Old City Archives" are barely recognizable. One of the PC's remembers that this used to be a storehouse for city documents and valued books. In fact, it was the oldest building in Tharn... However, many years ago the surrounding area eventually because a ghetto for foreigners, theives and other unsavory citizens. As a result, the archives were abandoned.
The PC's struggle through the oppressive smoke, panic in the streets, people yelling about fires and calling for help, and dark snow falling around them. When they finally reach the archives, they are impressed by its size. It's an impressive edifice, with 3-ft thick marble walls. The outside walls are in surprisingly good shape, while the interior is absolutely dark.
The group sees an entryway near the front. A great marble stair ascends to a circular terrace where large oak doors are barred against the black snow and howling wind. The terrace is shielded from much of the storm by a faded blue marble carving of some draconic creature. Smaller sculptures flank the doors too, one of a simple peasant woman with a loaf of bread in her hands and the other, a dwarven smith.
Speck AC19/20 HP:26/26 d20+2=15 ; Tuesday March 2nd, 2010 10:28:07 PM
Speck looks for tracks, footprints, whatnot, in and around the entryway.
Search d20+2=15
Captain Lucky AC26/28 HP46 (Endure Elements) d20+8=25 ; d20+8=16 ; d20+8=27 ; Wednesday March 3rd, 2010 7:53:18 AM
OOC: Any chance this could be the next day? I had posted that I was hoping for a new day. If it is a new day, I'll roll up a new set of random spells.
Cap'n Lucky looks at the be-statued entranceway, with its grand stairs, wide doors, and assorted sculptures.
"How will we ever get into this ediface?" asks Eddie. "We can't just stay stuck out here looking for crows! I'm in the mood to cook us some home-made blackbird pie!"
"There's gotta be an entrance around here somewhere." Lucky starts looking around, especially at the statues. He holds his continual flame doorknob in one hand and taps gently but thoroughly with his silvered table leg. Tug a statue's arm, nibble on a stone loaf, push a stone dragon scale. He seems to be looking for a secret door, especially.
Search checks: 25, 16, 27
Remsus Kai HP 7N/43/43 (See Invisible) d20+18=31 ; Wednesday March 3rd, 2010 1:47:43 PM
Remsus wishes desperately that the group would have had a chance to rest so he could reset his spells for fighting undead more effectively. But he goes with the group. He examines the statues and walls.
(Search = 31)
Cleric Spells Memorized lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuary, Command, Shield of Faith, Bless Domain: Longstrider lvl2: Hold Person, Calm Emotions, Sound Burst, Domain: See Invisible lvl 3: Domain: Fly
Marcas (SteveK) AC 19 HP 79/84 Wednesday March 3rd, 2010 2:14:01 PM
Marcas' black eyes glitter in anticipation. "This Raven has made a mistake!", he growls. The minotaur is all for pushing on, but understands that to fight the Raven, the spellcasters may need to rest.
"Let us go back to the Constables Office for another day. There are still three left before the Raven should be ready. We can surprise him tomorrow."
DM Ken d100=43 ; d20+8=19 ; d20+18=38 ; d20+18=33 ; d20+18=29 ; 4d10+18=37 ; 2d10+9=19 ; d20+18=20 ; d10+9=14 ; Wednesday March 3rd, 2010 4:04:02 PM
(Everyone, assume that this is the next day, so you're refreshed and fully charged...)
As the group searches, several notice (searches > 25) that the statues bear scars and cracks obviously not inflicted upon them by the ravages of tme, but rather than combat. Furthermore, Remsus sees writing in what appears to be Draconic on the wall (can anyone read Draconic???)....
However, while the are searching, Lucky accidentally pokes or prods something on the lefthand statue with his table leg, and to his surprise and horror, it moves and swings it's bulky arms at him... (They are triggered by any touch or someone coming nearby...)
It also peers at Sir John and he feels a sickening feeling of fatigue (free action by monster). Shaking his head, he manages to resist it... (Save vs DC 17 or be slowed = OK...)
Attack1 vs. not-so-Lucky = Hit AC 38 (Nat'l 20.. Crit Check = Hit AC33 for 37 pts dmg Attack2 vs. not-so-Lucky = Hit AC 29 for 19 points...
Total = 56 pts vs. not-so Lucky, leaving him at -9
The monster manages to hit not-so-Lucky with both blows, crushing bones, bruising muscles and nearly knocking the "luckiness" out of him...
The other statue begins moving towards Remsus and tries to bash him with one arm (assuming Lucky triggered the first, and Remsus wasn't within reach, so it had to move towards him). It manages to get a solid strike in, but not as damaging as its companion's blows. Meanwhile, it peers at Marcas and tries to do the same thing to Marcas as was done to Sir John(free action by monster - Will save vs. DC17 or be slowed...)
Attack vs. Remsus - Hit AC20 for 14 pts
Seeing his friend fall, nearly dead, Sir John charges over and lays hands upon not-so-Lucky, stabilizing him and healing him for 10 pts, taking him to 1 hp.
Sir John says with doom in his voice, "Friends, I think we've found where the Raven lives, and it appears he's left us a not-so-friendly reception. We need to be on our guard the rest of this time, since he's probably been waiting for us to come here..."
(OOC - Please don't think I'm trying to kill the party. The monster just had great rolls and got a great first 2 strikes in... If I missed something, let me know. The monsters did have free actions, and the first had a full attack since he didn't have to move and not-so-Lucky was first to come nearby (I rolled to see which one it would be and his name came up...). They were going to attack whomever came nearby...)
Sir John 10/16 pts used lay on hands
Speck AC19/20 HP:26/26 Wednesday March 3rd, 2010 10:26:45 PM
"Yikes!" Speck belts as the sudden attack catches him off guard, thinking that the stone pillars were only ornamental!
"Lucky, tumble out of reach!" he yells.
OOC: don't know if I can do this, without a map, but I'll try.
Staying out of reach as best he can, Speck moves 20' in the direction he thinks Lucky will attempt to get out of the way, then use his wand of Grease on a 10'x10' area that includes the stone creature that attacked Lucky but missing as many of his friends as he can, if he can. If it still gets a friend, he yells, "Watch your feet!"
Grease 10'x10', Save = Ref DC11, Fail = fall If move at half speed through area: Bal check DC10, Fail= can't move and Ref Save DC10(?) or fall, Fail by 5+ = fall immediatly. (doesn't say what DC if creature isn't smart enough to move at half speed)
Remsus Kai HP 29/43 AC 15 d20+13=24 ; d20+13=22 ; Thursday March 4th, 2010 12:30:25 AM
(OOC: I'm a wizard, of course I speak Draconic! So I can repick spells for the day? Sweet! Reassigning undead killing stuff)
When Remsus gets hit, he screams a slightly higher pitched scream than he would have liked to be heard screaming, "I dont do melee!" He shouts as he makes a full retreat action (so not to provoke any attacks of opportunity) behind the fighter types and then studies the creatures thoroughly (knowledge arcana =24, Religion =22) trying to identify them
To burn through my spells or not to, that is the question. Remsus mutters to himself.
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead Domain: Longstrider lvl2: Hold Person, Zone of Truth, Spiritual Weapon Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person lvl2: Command Undead, Blur, Spectral Hand, Scorching Ray lvl 3: Halt Undead, Fireballx2 }
Captain Lucky AC31 HP20 of 46 d20+13=25 ; d8=1 ; d8=3 ; d8=5 ; d8=4 ; d20+13=31 ; Thursday March 4th, 2010 9:11:13 AM
Lucky tumbles back 10 feet (a move action) to get out of danger. He uses three of his five luck points in the effort and rolls a 25 -- bringing his luck to 6 points. Then he casts a spontaneous CSW over a third level spell. 3d8+7= 19.
Current hp: 20.
Current AC: 31
DM Sanity info (spells, etc) to come later or tomorrow.
Marcas (SteveK) AC 19 HP 79/84 d20+6=22 ; d20+14=28 ; d20+9=15 ; d20+10=27 ; 2d6+9=15 ; 2d6+9=15 ; d8+6=11 ; Thursday March 4th, 2010 4:19:24 PM
Marcas is completely surprised by the sudden attack, but manages to overcome the urge to slow down.
He strikes quickly and accurately with his ranseur, hoping to bring one monster down!
...Actions Will Save 22 Full Attack 1: AC 28 Dam 15 2: AC 15 Dam 15 Horn: AC 27 Dam 11
Battle by the front door... d20+3=11 ; d20+18=30 ; d20+18=34 ; d20=13 ; 2d10+9=18 ; d20+6=20 ; d20+18=33 ; 2d10+9=14 ; 2d10+9=27 ; d20+15=35 ; d20+10=24 ; d6=6 ; d6=4 ; d8+5=7 ; Thursday March 4th, 2010 4:53:19 PM
As the battle continues, Remsus realizes that their foes are stone golems. One by itself is hard enough but two is quite a challenge for any party... However, he notices that they're not in very good condition, and likely have been in battle before and received no healing afterwards...
He too manages to get out of combat and tries to decide what spell to cast...
Lucky manages to tumble free of the battle, freeing himself to heal his grievous wounds... Speck casts a grease spell which covers the area of both the stone golem #1 and Sir John, who recently had saved Lucky's life... (SG1 = Save = 11)
SG1 manages to stand and avoid falling, and turns its attention towards Sir John. It steps forward (Balance check = 13) and swings a powerful him and slamming his shoulders solidly (18 damage) ... Hit AC 30 for 18 pts
SG2 is hit solidly by Marcas, but the attacks don't seem to do as much damage as expected... Chunks of stone fall off, but it is not yet out of the fight... It attacks him with both arms this time, though its silence and lack of emotion is unnerving...
Attack 1 = Hit AC 34 for 17 Attack 2 = Hit AC 33 for 27 Total Dmg = 44
___________ Sir John's stats = 40/58 hps, AC 21, in grease
Sir John curses as the blow contacts him, while trying not to fall on the grease... (Save = 20). He avoids falling and swings his axe at it's chest, the biggest target he could find... The act of trying to stand interferes with his attacks, and only his first attack hits, but like Marcas, the damage is considerably less than before...
Attack 1 = Hit AC35 (but immune to crit hits...) for 7 + 6 = 13 Attack 2 = Hit AC24... Miss
Speck AC19/20 HP:26/26 d8+1=8 ; Thursday March 4th, 2010 10:42:42 PM
OOC: Is Marcas 5' or 10' from the golem? They both have a 10' reach.
( DM Ken - 10' sounds fine. I didn't make a map, but if we get to the point where we need one for this battle, we can... But for now, assume that your PC takes the optimal distance... ) BEGIN IF Marc_Dis < 10 Speck moves to 10 behind Marc ("Macas, If you take a step back after you attack, i can heal you some wee bit!") GOTO BARD_SONG ELSE IF Marc_Dis = 10 THEN Speck moves right behind Marc Use Wand of CLW GOTO HEAL_SUB COM "Boy, that felt GOOD!" END
HEAL_SUB HEAL= d8+1 HEAL = 8 RETURN
BARD_SONG "Lumps of Sod, pieces of Stone Steel on Stone, Stone on Bone But in the End, you'll be just a Pile of Rubble!" RETURN
Captain Lucky AC30 HP20 of 46 d20+12=14 ; d20+13=30 Friday March 5th, 2010 9:13:27 AM
Lucky whips out his magic dagger that he stole from the doppelganger. [It is a +3 icy burst weapon, though I'm not sure Lucky knows that.] He throws it at the nearest golem, from just outside its reach. But he rolls a natural 2, and only hits AC14. Surely a miss.
AC for today: 30
Spells for today:
Level 0: Create Water, Read Magic, Read Magic, Light, Create Water Level 1: Inflict Light Wounds, Inflict Light Wounds, Command, Inflict Light Wounds, Pro Law Level 2: Lesser Restore, Lesser Restore, Make Whole, Status, Shatter Level 3: Speak wth Dead, Locate Object, Water Breathing, Circle vs Law
Luck Points: 6
Tattoo Used: 0 of 3 Stones Used: 0 of 3
Speck AC19/20 HP:26/26 Friday March 5th, 2010 10:10:05 PM
OOC: I forgot to mention, that if Speck does use his Bard song, that's a +1 to hit and damage, as well as a +1 on saves.
Battle by the front door... Saturday March 6th, 2010 7:41:52 PM
(Waiting on Marcas and Remsus...)
Remsus Kai HP 29/43 AC 15 d8=5 ; Sunday March 7th, 2010 1:05:54 AM
Remsus thinks for a moment about what spell he should use on such a creature, "Stone Golems... they are immune to lots of stuff, any spell that allows for spell resistance. That pretty much knocks out everything I prepared, so... I shall heal you Captain Lucky!" and with that Remsus taps Lucky on the shoulder for 10hit points of healing goodnesss. (it is 1d8+5 for caster level, i forgot to put the +5)
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead Domain: Longstrider lvl 2: Hold Person, Zone of Truth, Spiritual Weapon Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray lvl 3: Halt Undead, Fireballx2 }
Marcas (SteveK) AC 19 HP 79/84 d20+9=16 ; d20+5=11 ; d20+5=9 ; Monday March 8th, 2010 12:18:27 PM
Marcas sees his strikes are not as effective and puts some more power into each blow, but fails to connect with any.
...Actions Power Attack +5 Full Attack 1: AC 16 2: AC 11 Horn: AC 9
Battle by the front door... Is it time to retreat and try again later? d20+18=22 ; d20+18=26 ; 2d10+9=18 ; 2d10+9=15 ; d20+3=18 ; d20+18=38 ; d20+18=24 ; d20+18=34 ; 4d10+18=38 ; 2d10+9=19 ; Monday March 8th, 2010 2:21:35 PM
The battle rages on, with the party desperately trying to destroy these two difficult foes... Pieces of stone, blood and flesh are flying everywhere, both from the party and the golems...
SG1 takes some damage from Sir John, and chunks fall off of his arms and torso. However, its not out of the battle yet... It continues trying to stand in the grease (Reflex 18) and stays on its feet... It bashes Sir John again with both arms, (Hit AC 22, 26, for 18, 15 = 33 total) and nearly knocks him unconscious...
SG 2 continues battling Marcas, who luckily received some healing before, and hits him for = Hit AC38 (crit chk, 24) and AC 34 for 38, 19 = total of 57 pts dmg... As before, it connects solidly on Marcas' flanks...
_________________ Weaving with rivulets of blood flowing down his armor, Sir John calls out a tactical retreat... "We need to retreat and come at them again later! We should be able to outrun them, since they're probably only assigned to guard the door and closest environs... Furthermore, the Ravem knows we're here anyway, but we're in no shape to finish this fight right now!"
He'll withdraw directly backwards from the golem while guarding the way past unless the golem follows...
Sir John = 7/58 hps...
Marcas (SteveK) AC 23 HP 22/84 (Total Defense) Monday March 8th, 2010 3:54:53 PM
Marcas is reluctantly forced to agree.
"Withdraw!", he calls to his companions, and then readies himself to follow once they are all down the road.
...Actions Readied Action: Withdraw once all heroes have withdrawn. Fighting Total Defense awaiting time to withdraw +4 AC
Captain Lucky AC30 HP30 of 46 d8=3 ; d8=6 ; d20+13=29 ; Monday March 8th, 2010 7:31:11 PM
Lucky makes a move backward 20 feet, catching up to Sir John and healing him: 17 hp healing, casting CMW over status.
AC for this round: 29
Spells for today:
Level 0: Create Water, Read Magic, Read Magic, Light, Create Water Level 1: Inflict Light Wounds, Inflict Light Wounds, Command, Inflict Light Wounds, Pro Law Level 2: Lesser Restore, Lesser Restore, Make Whole, Status, Shatter Level 3: Speak wth Dead, Locate Object, Water Breathing, Circle vs Law
Luck Points: 6
Tattoo Used: 0 of 3 Stones Used: 0 of 3
Speck AC19/20 HP:26/26 Monday March 8th, 2010 7:43:22 PM
"Withdraw?" Speck shouts. "WHITHDRAW? Why not call it a Strategic Repositioning of our Offensive Capabilities to a better Vantage Point! Or SROCBVP for short."
OOC: the Grease spell from Speck's wand only lasts 1 rnd.
IC: Speck withdraws with the others as fast as his little legs will go.
Remsus Kai HP 29/43 AC 15 3d8+5=16 ; d8=3 ; d8=5 ; d8=2 ; Monday March 8th, 2010 9:12:42 PM
Remsus chases after Marcus and slaps him on the back for 18 points of healing goodness (the last roll from 3d8 was a 1, which is rerolled in wold rules. the other two rolls are from me clicking the button too fast)
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead Domain: Longstrider lvl 2: Hold Person, Zone of Truth, Spiritual Weapon Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray lvl 3: Halt Undead, Fireballx2 }
Battle by the front door... Is it time to retreat and try again later? (Sir John 24/58 hps) Tuesday March 9th, 2010 4:12:53 PM
As the group makes a hasty retreat, the golems follow for a short distance, but eventually stop. It appears they've been directed to focus on guarding the doors rather than be lured away.
After some desperately needed healing, the party reluctantly returns to a nearby inn and rents a room. Sir John sits heavily on one bed, cleaning the gore and blood off his armor and cloak. "Any suggestions on how we face them next time? Honor demands that I face that golem again, but in a face to face fight, I believe he has a distinct advantage. We also need to rest from our wounds and be back at full strength..."
Speck AC19/20 HP:26/26 Tuesday March 9th, 2010 4:52:07 PM
"Well, they are made of stone. So it makes to reason that anything that hurts stone should help us. Anyone have Stone to Mud? Stone to Flesh? Stone to Water?"
Marcas (SteveK) AC 19 HP 40/84 Tuesday March 9th, 2010 6:53:38 PM
Marcas thinks furiously. "Is that the only entrance? Do we HAVE to get through the golems? Maybe there is a back door?"
"If we have to go from the front, I suggest missle and grenade weapons while I am Enlarged and hold off thier advance with my Ranseur. The first one who gets too close, I will wrestle with and destroy while everyone else concentrates on the second."
Marcas looks around as if he's not entirely sure he can successfully wrestle a golem, but he'll kill himself trying.
Captain Lucky AC30 HP30 of 46 Tuesday March 9th, 2010 7:43:25 PM
"The Grease was a fine idea. We may not be able to affect them, but we can affect their environment. We also might be able to constrict or control them, as with nets or lassos, or with a wall of stone, etc."
Cap'm Lucky looks up at his friends. "We can do this, my companions. We might even be able to trip or grapple them, as Marks-On-Thighs so wisely suggests."
Marcas (SteveK) AC 19 HP 40/84 Wednesday March 10th, 2010 11:53:23 AM
Marcas harrumphs and rolls his eyes as Lucky mangles his name and calls him wise all in the same sentence.
Battle by the front door... Is it time to retreat and try again later? (Sir John 24/58 hps) Wednesday March 10th, 2010 2:02:11 PM
Sir John listens to the various propositions, and responds, "Could we purchase some of those stone to mud scrolls and then have Remsus use it on the golems? Also, it seems our weapons weren't as effective as I thought they should be, so what will work? Anyone know their weaknesses?
Speck AC19/20 HP:26/26 Wednesday March 10th, 2010 10:26:25 PM
Speck suddenly bursts out laughing.
"Oh My, oh my, oh my! Aren't we the fools!" he finally manages to say.
"Ok. The problem is getting past the golems right? The golems chased us a little ways but not far. But a little ways is all we need. Knowing what we know now, all we need is someone faster than the golems to get the golems to chase him. The others will be hidden around a corner and as soon as they can, they dart to the front door and try to get in. We may need to try this several times. We need to make sure the door isn't magically trapped. And if it is locked, we'll need time to unlock it.
But this at least beats fighting them head-to-toe.
What do you guys think?"
Marcas (SteveK) AC 19 HP 40/84 Wednesday March 10th, 2010 11:41:57 PM
Marcas' eyes sparkle. "Could Lucky be the bait and then tumble past the golems? We open, then lock the doors behind us."
Captain Lucky AC30 HP30 of 46 Thursday March 11th, 2010 8:01:51 AM
Lucky says, "I can do it! My feats won't fail me now!"
Remsus Kai HP 29/43 AC 15 Thursday March 11th, 2010 12:20:53 PM
Remsus thinks for a moment. "Well. I could just memorize Invisibility sphere and maybe we can sneak past them. Though I think Stone Golems may be able to sense us anyways... just a thought."
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead Domain: Longstrider lvl 2: Hold Person, Zone of Truth, Spiritual Weapon Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray lvl 3: Halt Undead, Fireballx2 }
Marcas (SteveK) AC 19 HP 40/84 Thursday March 11th, 2010 2:12:19 PM
"Very well. We prepare tonight." Marcas' voice is modulated and even, only hinting at the frustration another delay will cause.
"In the morning, Remsus makes us all invisible, and then Lucky leads the golems on a chase. We open the door, Lucky zips past the golems and we bar the door behind."
"Any spells that can assist Lucky in being faster or opening a door, or magically locking it will help."
Battle by the front door... Is it time to retreat and try again later? (Sir John 39/58 hps) d8+4=9 ; Thursday March 11th, 2010 2:47:23 PM
Sir John steadfastly agrees with Marcas' idea, and says, "Anything we can do to get by them is preferable. However, I'm not a big fan of sneaking by and avoiding a fight. It seems close to cowardly to do such a thing... But in this case, the group's health and welfare must come first and I don't think we will all survive a fight otherwise... So let's do the invisibility and chase idea..."
The group makes its decision, and rests throughout the night. They have enough time to become mostly healed (OOC - Lucky, how much healing can you do with your present spells?) SJ will also lay on 6 more points and cast CLW's for 9 pts before resting for the night too...
They wake in the morning, refreshed and ready to make their next steps... (Spells, prepare for battle?)
Remsus Kai HP 29/43 AC 15 Thursday March 11th, 2010 4:43:04 PM
Rest assured that Remsus burns all of his Cleric spells on healing before he decides to prepare new ones... So go ahead and get max HP. Do I really need to roll?
"Stone Golems, based on my knowledge Arcana check a while back, are immune to magic. Stone to Mud slows them down and Stone to Flesh gets rid of their damage reduction and their immunity to magic for 6seconds (1round). So yeah... let's just sneak past with invisibility sphere shall we? I guess I will prep the rest of my spells for fighting undead right?" Remsus says.
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead Domain: Longstrider lvl 2: Hold Person, Zone of Truth, Spiritual Weapon Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray lvl 3: Halt Undead, Fireball, Invisibility sphere }
Marcas (SteveK) AC 19 HP 40/84 Thursday March 11th, 2010 8:40:34 PM
ooc: we've got a lot of healing to do, perhaps it would be better for Remsus to go ahead and roll.
Marcas - 44 down Remsus - 14 down Sir John - 19 down Lucky - 16 down
that's 93 hit points not including waste from partially used healing spells. Assuming average healing, that is about 11 Cure LIght Wound spells.
...................
Marcas nods his head up and down; he doesn't think its particularly noble either. "But it will get us to the Raven in one piece." And that argument is worth a whole lot to the minotaur!
Speck AC19/20 HP:26/26 Thursday March 11th, 2010 9:04:11 PM
Speck assists in the healing with his wand of CLW. (OOC just tell me how many charges to mark off. AND REMEMBER ----- you heal 1 hp/level with an 8hr rest)
Then he makes sure his lock picking tolls are in order and is ready to go,
Speck AC19/20 HP:26/26 Thursday March 11th, 2010 9:11:55 PM
OOC: wand CLW is 1d8+1 for an ave of 5.5
Battle by the front door... Is it time to retreat and try again later? (Sir John 58/58 hps) d20+7=18 ; Friday March 12th, 2010 11:07:47 AM
As the group decides on its plan, Sir John remembers that there was some sort of draconic writing behind the golems at the door. He remembers that Remsus saw it, but didn't have time to read it. It might have something to do with getting past the golems, but isn't sure... He mentions this to the group as they continue making preparations...
(OOC = Don't forget that if you rest 8 hours and SJ or Lucky uses their heal ability on you (DC15), you get 2 hps/level, so that will save you some spells...)
Sir John tries to help some of his colleagues recover slightly from their injuries (Heal = 18 - success)... His focus is on the other members of the party, since he can't really care for himself and will need to rely on some of the healing....
He'll recover at least 8 hps, and will take one of the CLW's to bring him up to max.
(OOC - I'll post again tonight or tomorrow AM once we decide what course of action we want to take. This was kind of a part 1 of 2 post, and part 2 was based on what you all decide...)
Marcas (SteveK) AC 19 HP 84/84 Friday March 12th, 2010 4:27:22 PM
Marcas takes Remsus' first two Cure Serious Wounds. Between that and a night's rest, he is back to full health!
"Or it could mean nothing at all", counters Marcas. "Still, if it took us to be within reach of the golems, maybe our readers can learn what it means while standing at a distance?"
Speck AC19/20 HP:26/26 Sunday March 14th, 2010 4:03:37 PM
"Well, he can read it while invisible and while I see about how the door works and Lucky plays 'You're It' with the golems."
Remsus Kai HP 29/43 AC 15 Sunday March 14th, 2010 10:07:19 PM "So that's a plan? Invisibility, then read draconic word, see what happens? Run past golems if we can? Maybe the draconic word was a Password to get through the door!? Maybe it will open if I say it out loud. hmmmm." Remsus says hopefully!
Captain Lucky AC30 HP46 of 46 Monday March 15th, 2010 8:51:07 AM
Lucky grabs some healing, with many thanks!
"So we have a plan, then? Excellent! Let's get a good night's sleep and go at it first thing in the morning!"
"But we need to set watches, too. That Raven is a tricksy one!"
New spells for a new day:
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
New luck points for a new day: 5
Tattoo Used: 0 of 3 Stones Used: 0 of 3
Battle by the front door, part 2 (Sir John 58/58 hps) Monday March 15th, 2010 9:53:06 AM
The group decides on a new plan, and everyone seems healthy and fully prepared. They arrive near the fortress, stop just around the corner, and ready themselves for what comes next...
(OOC = Let me know what things you want to do re: spells, etc... We're not in rounds yet, so if Remsus wants to be invisible and do several things, just let me know...)
Captain Lucky AC30 HP46 of 46 d20+8=15 ; Monday March 15th, 2010 11:50:49 AM
Lucky casts Endure Elements again before going out into the harsh atmosphere.
At the site, he activates his tattoo and keeps three magic stones at hand.
"Guys," he says, "You all just say the word, and I'll make my move to distract the stone lugheads over there. When it is time to meet up, I'll cast my helping hand spell to lead you all to me."
Lucky looks for the magic dagger he threw at the stone guys yesterday. Does he see it anywhere? Search check 15, not that it should be anywhere hard to find.
OOC to DM: What's the AC to hit these things? We should know it from yesterday, right?
Spells:
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 5
Tattoo Used: 1 of 3 Stones Used: 0 of 3
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) Monday March 15th, 2010 2:24:35 PM
Remsus casts Mage Armor and Shield first for a bit of protection.
Remsus casts Invisibility Sphere centered on himself and extending to the group.
Then he walks back to where the door was and tries to get close enough to read the draconic word. As soon as he sees it, he blurts it out in both Draconic and Common.
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead Domain: Longstrider lvl 2: Hold Person, Zone of Truth, Spiritual Weapon Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray lvl 3: Halt Undead, Fireball }
Battle by the front door, part 2 (Sir John 58/58 hps) Monday March 15th, 2010 2:29:14 PM
Remsus walks over to the door, sees the writing "Wisdom is the key to salvation" written in Draconic. As he utters the words in Draconic, the golems stir slightly, but then return to their motionless state once he finishes speaking...
(I'll post again tonight if you wish to keep things moving... but I wanted to get an idea off what the group does at this point.. Open the doors? Inspect the doors or area? Attack the golems?)
Captain Lucky AC30 HP46 of 46 Monday March 15th, 2010 5:28:17 PM
Lucky, not in the invisibility, casts Aid when he hears Remsus speak, then moves within 50 feet and lets loose his sling with a magic stone in it.
I'll roll the attack when I know the AC -- because then I can judge whether to use luck points or not!
Speck AC19/20 HP:26/26 d20+15=18 ; Monday March 15th, 2010 9:48:44 PM
Speck makes sure he stays in the Invisibility zone and when they reach the door, he puts on his googles and looks the doors over for any traps, magical or mundane.
Search d20+15 = 18. he must be a wee bit distracted by the movement of the golems. :}
While he searches, Remsus reads the words written on the door.
"Wisdom comes from books. This is a library. I wonder if a book is the key to open the doors?"
Marcas (SteveK) AC 19 HP 84/84 Tuesday March 16th, 2010 12:38:45 AM
Marcas stays in the invisibility sphere and walks with Remsus. He keeps his ranseur at the ready to attack the golems if they try and come after Remsus.
The Great Hall (Sir John 58/58 hps) Tuesday March 16th, 2010 9:20:08 AM
Speck doesn't see anything on the door and all looks well and safe... Remsus investigates the words and it appears that they were merely a passcode to get past the golems.
Finally, the group decides to open the door and Sir John uses his strength to pull them apart. The golems maintain their silent repose while this all occurs, and the group enters through the doors. They walk in and see a cavernous chamber filled with white marble pillars and little else. The slightest sound echoes loudly through the chamber. An ornate marble staircase on the north side of the room leads up to the floor above. There are openings to the left and right of the room too...
Captain Lucky AC30 HP55 of 46 d20+7=19 ; d8+7=9 ; d20+11=24 ; d20+11=25 ; Tuesday March 16th, 2010 12:41:54 PM
Aid result from when he cast it just a round ago: 19 temp hit points! Sweet!
NO WAIT! I rolled the wrong die. Trying again -- 9. Argh. LOL!
Lucky knows how the deal is going down, so he shouts the same words he heard Remsus say and hurries to catch up. As he walks by, he picks up his magic dagger where it fell after he threw it at the golems yesterday.
He is the only visible member of the group, so he figures he better hide and move silently, using the pillars for cover as he enters the large room. Hide 24, Move Silent 25.
Active spells: Aid, Endure Elements, Magic Stone.
Spells:
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 5
Tattoo Used: 1 of 3 Stones Used: 0 of 3
Speck AC19/20 HP:26/26 Tuesday March 16th, 2010 4:13:21 PM
Speck casts Dancing Lights in the form of a glowing hafling and sends it towards an opening on their left.
OOC: What's the ligting here? Any windows? or just light coming in from the door?
The Great Hall (Sir John 58/58 hps) Tuesday March 16th, 2010 8:11:32 PM
(Just light coming in from the door...)
Marcas (SteveK) AC 19 HP 84/84 d20+7=16 ; d20-1=19 ; Tuesday March 16th, 2010 10:36:17 PM
Marcas walks forward, keeping his eyes moving from right to left. His great bulk and armor barely makes a sound in the echoing hall.
...Actions Spot: 16 Move Silent: 19
Lucky Alone AC30 HP55 of 46 d20+12=28 ; Wednesday March 17th, 2010 8:46:17 AM
OOC: I'm assuming Lucky finds and picks up his dagger, and that he is sneaking from column to column.
Lucky continues to follow where he thinks the party has gone -- Listen check to follow his invisible comrades, trying to hit that Listen DC19 Marcas posted, using two Luck Points to boost his chance: a 28, no problem. And that brings Lucky's Luck to 6.
Active spells: Aid, Endure Elements, Magic Stone.
Spells:
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 6
Tattoo Used: 1 of 3 Stones Used: 0 of 3
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) d20+15=35 Wednesday March 17th, 2010 11:09:36 AM
Remsus moves in with the rest of the group, still invisibility radiating from him in all directions.
When the group reaches the fork in the road, Remsus licks a finger, puts it up to the wind to see which way the air is moving: Left, right, or backwards. (survival = 35, nat 20... LOL0
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead Domain: Longstrider lvl 2: Hold Person, Zone of Truth, Spiritual Weapon Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray lvl 3: Halt Undead, Fireball }
The Great Hall (Sir John 58/58 hps) Wednesday March 17th, 2010 11:23:39 AM
The group slowly moves into the great hall, looking and listening... Some are visible, while others are invisible. There isn't anything of interest in the hall itself, but the sounds are what really catch the group's attention. As they listen closely to the sounds, they hear:
1. Some sounds appear to be mechanical. They hear the whir of machines, and a rhythmic metal on metal sound. These sounds come from above. 2. Other sounds come from a large organ, echoing through the western (left) wall. 3. From the eastern (right) wall, they hear a cacophony of sounds, but they are hard to make out.
Listen>20 = Highlight to display spoiler: {The sounds from all three locations also include the frantic cries of prisoners or hostages. Some of them even sound familiar...} Listen>25 = Highlight to display spoiler: {email me (kmestemacher@everestkc.net) and I'll tell you exactly who the sound comes from...}
Speck's dancing lights move to the east and shows what appears to be a museum of some sort. It is a large room with a various marble busts throughout. The room is divided into smaller rooms by long rows of display cases, which contain the busts. A strange sound comes from this room, but you can't get a good read on it without getting closer. At the back of the room is a stairwell, and the sounds appear to be coming from it...
(OOC - Yes, Lucky does find his dagger ;-) )
Speck AC19/20 HP:26/26 d20+7=21 ; d20=19 ; Wednesday March 17th, 2010 9:41:51 PM
Speck lets the glowing image pause in the museum room for a moment to see if anything takes the bait. Meanwhile, he listens to the sounds and tries to figure them out.
Listen d20+7=21
"Sh," he wispers. "Sounds like there are prisoners here. Either that, or a trick of magic to get us to follow a buny trail."
Knowledge to discern those who sound familiar d20+?= 19 + ? = ?
Marcas (SteveK) AC 19 HP 84/84 d20+1=21 ; Wednesday March 17th, 2010 10:35:36 PM
Marcas' ears are hearing perfectly, and the sounds of prisoners are heard. The big minotaur is all set to charge into one of the rooms when Speck's caution about a trap pulls him back. A deep breath, and Marcas is still in control. "I will show the best of the Minotaur", he tells the others. "Ambush and surprise are effective tactics. The way to take the offensive is to secure ourselves and do something to surprise the Raven. Where are the prisoner sounds NOT coming from?"
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) d20+6=10 ; d20+17=19 ; d20+18=28 ; Thursday March 18th, 2010 2:46:09 AM
Remsus doesn't hear anything, but he keeps a keen eye out for trouble. (or not... spot =19)
He will also search around... (search =28)
But overall, he stays behind the tanks, ready to cast a spell at a moment's notice.
Lucky Alone AC30 HP55 of 46 d20+15=17 ; Thursday March 18th, 2010 8:39:57 AM
Lucky puts his back, or at least his luck, into some listening. Gosh darn it! He is unlucky! No listening or luck for him.
Downcast, he follows as best he can wherever he thinks the party has gone.
Active spells: Aid, Endure Elements, Magic Stone.
Spells:
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 1
Tattoo Used: 1 of 3 Stones Used: 0 of 3
The Great Hall (Sir John 58/58 hps) d6=6 ; d6=3 ; Thursday March 18th, 2010 3:02:23 PM
The group moves into the Eastern room, and the sound grows louder and comes from the back stairs... The sounds (when in the main hall) appeared to be from people and from all directions, but again, no one exactly recognizes them...
Remsus = If you're searching around... I need to know exactly where you search in the Eastern room, what you do, etc... The room has 4 walls, with 2 inner walls that contain the various displays. The back wall contains the opening with the stairs leading downward...
As the PC's listen (while in the East room), Speck recognizes with horror that the sound emanating from somewhere down the stairs is from a close member. The sounds appear to be a mix of screams, anguish and fear...
(OOC 1 - I'm assuming the party is in the middle of the room, but until you get closer to the stairs, you can't see the person making the sound...)
(OOC 2 = I can't remember which family member Speck is closest too... )
Marcas (SteveK) AC 19 HP 84/84 d20+7=26 ; Thursday March 18th, 2010 10:28:03 PM
Marcas moves to the back stairs and looks up and down the staircase to see anything.
Spot 26
Speck AC19/20 HP:26/26 Thursday March 18th, 2010 10:37:00 PM
OOC: well, it is a large family. I doubt it would be either of his parents, as they most certainly would not approve of his wandering lifestyle. His sisters would probably just lower their eyes and say, 'tsk...tsk...tsk...'. So his closest family member would probably be a younger brother, one still young enough to have a free spirit and not yet succumbed to the standard hafling 'mindset'.
Speck steels himself at the familiar sounds. Practiced at the art of trickery himself, he is determined not to fall for any such trick, if it is such. "Focus your minds, my friends. The Raven is a tricky fellow. If he has our loved ones prisoner, then so be it. But let us not act rashly and play into his hands."
Speck sends the Ghostly figure to the top of the stairs.
OOC: the spell only lasts 1 minute so it may be gone by now. If not, it is at the top of the stairs.
OOC: Lucky should be able to see the Dancing Light's figure moving and a good Intuition roll may reveal to him that the group is near and follows it.
Lucky Alone AC30 HP55 of 46 d20+11=24 ; d20+11=26 ; Friday March 19th, 2010 9:53:34 AM
Lucky follows the dancing lights. He casts his Detect Evil spell and concentrates on it, scanning as he walks forward. He continues to be stealthy.
Hide: 24, Move: 26
Active spells: Aid, Endure Elements, Magic Stone, Detect Evil
Spells:
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 1
Tattoo Used: 1 of 3 Stones Used: 0 of 3
The Great Hall (Sir John 58/58 hps) Friday March 19th, 2010 2:03:45 PM
(OOC - Still waiting on Remsus to respond to my post re: searching, but to keep things moving, I'll make this next post...)
As the lights illuminate the stairwell, Lucky sees a horrible image... He sees a head protruding from the wall, about 1/2 way down the stairs. The head belongs to Speck's little brother, and is crying out in fear and pain. It appears the boy is entombed in the wall with only his head visible and free. He sees the lights and cries, "Oh please, save me! That bad man, he came in the night and took me. He waved his hands and .... and then I woke up here... I can't get out! Where is my body...?" The poor boy is panicking, but can only move his head...
It appears that the Raven not only captured Sir John's sister and Marcas' mother, but also Speck's little brother. He's not only hunting the PC's, but using their family members to get to them...
Lucky Alone AC30 HP55 of 46 Friday March 19th, 2010 4:10:41 PM
Lucky smiles, but does not laugh. He does not want to give his position away. He continues to scan for evil while walking stealthily forward.
Marcas (SteveK) AC 19 HP 84/84 Sunday March 21st, 2010 12:53:02 PM
Marcas maintains his position, covering his companions with his superior reach and ranseur. "The best way to help the prisoners is to slay the jailor", the Minotaur tells his companions. He tries his best to ignore the screams of the young halfling and looks around. "The Raven is smart. If he is offering us many choices of direction, all of them must be trapped. It is the choice he's not giving us is where the Raven is. Anyone find Secret Doors?"
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) Monday March 22nd, 2010 1:39:32 AM
(OOC: Sorry guys. Got distracted. Parasitology exam 2morrow)
Remsus searches the walls with the displays as well as the bare walls (previous roll good?), hoping to find something secret about. He is still invisible and says nothing to give away his position, but he runs his hands along the walls, hoping not to trigger any traps that could be set around the prisoners...
The Great Hall (Sir John 58/58 hps) Monday March 22nd, 2010 10:23:25 AM
OOC - Remsus - Can you give me search and spot checks?...
The East Room (Sir John 58/58 hps) Monday March 22nd, 2010 7:43:42 PM
As Remsus begins searching, he finds a guillotine trap. It appears that is designed to decapitate the young boy if anyone touches the wall or tries to free him...
Furthermore, as he discovers the trap, the party hears 2 alcoves open above and 1 alcove open below them... Three horrible masses of protoplasm erupt from the alcoves, coming toward the party quickly. They recognize them as gibbering mouthers...
If that wasn't bad enough, the mouther from the bottom heads towards the boy... Remsus' knowledge of the trap indicates that all it would take would be 1 bit of protoplasm to touch the wall and set off the trap... So does he try to disable to trap but take a few hits from the mouther or hope for the best?
Speck AC19/20 HP:26/26 d20+15=28 ; d20+11=12 ; Tuesday March 23rd, 2010 12:02:20 AM
If it hadn't been for the Invisibility, Speck would have already gone to see how to release his brother. Good thing he didn't! Remsus points out a trap that would kill his brother instantly!
"I'll take care of the trap!" he blurts as the G-Ms threaten them. "You blow them to gibbereens!"
With his goggles, he spots the trap and tries to disarm it.
If spotting trap roll is needed: Search d20 +15 = 28
Disable Device d20+11= 12! can I take that back? :( oh, forgot the MW Thieve's Tool kit so that would be a 14. although with a 1. :(
Speck AC19/20 HP:26/26 d20+13=21 ; Tuesday March 23rd, 2010 12:08:05 AM
oh! oh! oh! Hero Point! Hero Point! I want to spend a Hero Point to Reroll the Disable Devise!
Disable Devise d20+13= 21! much better!
Hero Points 2 -1 = 1
Visibly Lucky AC20 HP55 of 46 d20+12=31 ; d3=3 ; d6=4 ; d20+13=20 ; Tuesday March 23rd, 2010 8:11:40 AM
OOC: I assume that Lucky's two posts of detecting evil came up blank? Thanks.
Lucky moves up to 20 feet if necessary so that he is 30 feet from the closest gibbering mouther. As he moves, he draws his sling.
"Hey you Giblets!" shouts Lucky, "Take this!"
He slings a +1 flaming bullet at the nearest mouther (30 ft away). His attack is at base +9, +1 for his Aid spell, +1 for the magic of the bullet, +1 for point blank attack feat, for total +12.
Lucky hits AC31 (what AC are these creatures?) for 5 damage plus 4 fire damage (9 total damage)
"Hah!" he shouts.
Eddie's AC for this round: 20
Active spells: Aid, Endure Elements, Magic Stone
Spells:
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 1
Tattoo Used: 1 of 3 Stones Used: 0 of 3
Sling Bullets Used: 1 of 16
The East Room (Sir John 58/58 hps) Tuesday March 23rd, 2010 9:32:42 AM (OOC = Cayzle - Not sure how to answer your question re: detect evil... The module implies that the Raven deliberately concealed the mouthers from detection, and I assumed that included detect evil checks. It didn't explicitly say "detect evil" but that seemed implied.... If I'm off on this one, let me know... I was trying to do my best interpretation of the module's (and Raven's) intent here... They don't surprise you in any way, as they were let loose by the Raven when someone started trying to fix the trap)
Speck begins trying to fix the trap, and even uses a hero point to swing the odds in his favor... However, it seems his efforts weren't enough in this case... (It was a DC25 trap for disable device) He almost has it fixed but then misses a small trip wire, which sets off the guillotine. The mechanism screeches down a slot, neatly decapitating the poor boy who screams right before the blade impacts. The blood sprays from his head all over Speck and the opposite wall... The group hears a laugh of pleasure and a voice saying "1 down, 5 to go you fools!!!" coming from down the stairs, and it appears this was the Raven's plan all along, to torture the PC's in any way possible, including killing family members... But then all is silent...
(OOC = I'll continue combat once a few more people post, but I wanted to get this out of the way b/f combat began)
Visibly Lucky AC20 HP55 of 46 Tuesday March 23rd, 2010 11:43:40 AM
No prob! Any number of ways to evade detect evil, including lead-lined hiding spots. Also, they might just be CN, not CE.
BUT! If they did detect evil after they popped out but before Lucky cancelled his spell, that would be good to know. Seeing as it would be nice to know that Protection from Evil would help vs them.
Also, just to be a buttinski, per the skill, "If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again." That roll of 21 is only 4 less than 25, so maybe the trap was not triggered?
Marcas (SteveK) AC 19 HP 84/84 d20+9=11 ; d20+4=21 ; d20+9=26 ; d20+9=14 ; 2d6+19=26 ; 2d6+19=23 ; 2d6+19=27 ; 2d6+19=26 ; Tuesday March 23rd, 2010 12:27:36 PM
Marcas takes a step to be at the top of the stairs and pokes at the ascending Gibbering Mouther with his ransuer (ooc: assuming stairs are 20 feet or less long, Marcas' intent is to cover the boy and Speck with his 20 foot reach and stab the GM over thier heads without touching the walls)
"Your taunts and threats and use of innocents only do you discredit, Raven!", rumbles Marcas in his deep voice. "You shall lie in torment in the Lands of Unrest this day!"
Full Attack Power Attack +5 1 AC 11 miss? Dam 26 2 AC 21 Dam 23
AOOs for GM to move towards boy and Speck AC 26 Dam 27, AOO 14 miss? Dam 26
The East Room (Sir John 58/58 hps) Tuesday March 23rd, 2010 5:40:55 PM (OOC - Since we're all DM's, I'll put Cayzle's question to a vote, as it could go either way... Here's what the module says... "A guillotine style blade is housed in the stone wall above the hostage's head and neck, slicing down and beheading them if any pressure is applied to the wall. Guillotine trap, CR5, mechanical, pressure trigger, no reset, no save, decapitation of hostage, Disable Device DC25)
Speck AC19/20 HP:26/26 Tuesday March 23rd, 2010 10:59:40 PM
OOC: per Disable Device pg72, without quoting the total passage, if you fail by 4 or less, you just fail to disarm it. It then says that if you fail by 5 or more, something 'goes wrong'. "If it is a trap, you spring it." ie. you don't "spring it" on a 4 or less.
So by my interpretation of the Disable Device rule, if a thief fails by 4 or less, he sees that the trap is beyond his capabilities at the time and goes no further. If a thief fails by 5 or more, he keeps humming along and .... oops.... sets it off.
Now, you'll have to take that rule and see how it fits with the module. The module may specifically say that any failed attempt sets it off. But if it doesn't, then I'd think it should be treated as a normal trap, not a customized trap.
me thoughts. :)
SteveK: I agree with Speck and Cayzle.
The East Room (Sir John 58/58 hps) d20+15=24 ; d20+10=24 ; d8+5=7 ; d8+5=13 ; d6=3 ; d6=2 ; Wednesday March 24th, 2010 11:47:21 AM (OOC = OK, it seems that the majority has ruled that the trap is not sprung... so let's update the situation with this new and improved post...)
As Speck begins to try to fix the trap, he almost misses a wire that would spring it... But due to his incredible skill (and a hero point), he doesn't spring it. However, it could still go off if either he or one of the mouthers hits the wall. Also, a miss by 5 or more would set off the device...
The boy sees the mouther (M3) coming near and begins to scream in sheer terror, as he can do little else to avoid its attack... The mouther (m3) looks at him and Speck, and for now, decides Speck has more meat on his bones... However, that may change in the next round or too if it decides to go after an easier meal...
The group still hears the Raven cackle and taunt them before running down the stairs and exiting the area...
Situation - 2 Mouthers at the top of the stairs, 1 at the bottom, Speck and Remsus in between them, searching for traps.... Mouthers AC - 19 SJ and Marcas - facing the mouthers Lucky - in the room
(Mouthers 1 and 2 are ignoring the others since SJ and Marcas are nearest, so I was assuming they wouldn't have an OOC. They dropped out of the ceiling at the top of the stairs, right in front of SJ and Marcas... Correct me if I'm off on this one... Marcas doesn't need to reach over them to hit them, since they're right in front of him... But they are b/t him and Remsus/Speck)
Round 1 of Combat
Lucky fires a round at Mouther 1, hitting it solidly for 9 pts of dmg...
Marcas pokes at Mouther 1 also, and hits it, though his ranseur does a bit less damage then would be expected, as the sharp end plunges into the amorphous mass...
SJ swings his axe at M2, hoping to chop off some of the amorphous arms protruding here and there... Att1 - Hit AC 24 for 7 + 3 fire = 10 Att2 - Hit AC 24 for 13 + 3 fire = 16 However, his axe chops through the mass too, and like Marcas, his attacks do a bit less dmg than you'd expect...
Dmg so far - M1 - 27, M2 = 21, M3 = 0
(Speck? Remsus?)
Monster's move will occur once Speck and Remsus report their moves...
Speck AC19/20 HP:26/26 d20+11=24 ; d3=2 ; d6=5 ; d20+11=27 ; d3=3 ; d6=1 ; Wednesday March 24th, 2010 11:01:33 PM
OOC: Who's all still invisible? Speck and Remsus haven't attacked. SJ and Marcas attacked so they would be visible. However, if they were invisible before they attacked, would the mouthers be caught Flatfooted? Would that be a Surprise Round for them vs the mouthers?
Same would go for Speck. Being invisible, the mouther would go for either SJ and Marcas or Speck's brother. If it goes for SJ and Marcas, Speck let's it go by unhindered (holds his action).
If it goes for Speck's brother, he attacks with his sling. d20+11=24, dmg d3= 2 blunt and d6= 5 shock for total of 7 (Speck now visible)
If this catches it Flatfooted (Surprise Round), then Second attack: d20+11=27, dmg d3= 3 blunt and d6=1 shock for a total of 4 more.
Comments?
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) d20+8=11 ; Thursday March 25th, 2010 12:11:03 AM
(OOC: SOrry for not posting fora while again... this is the week from hell. Two exams, two papers due, and two quizes. I think I may have to jump off the Life Sciences Building afterall)
Remsus chooses to remain invisible but he backs away from the Gibbering Mouthers anyways, and casts Spiritual Weapon, a ghostly Scythe appears and strikes at one of the Mouthers, missing horribly, (hit AC 11)
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead Domain: Longstrider lvl 2: Hold Person, Zone of Truth, Spiritual Weapon Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray lvl 3: Halt Undead, Fireball }
The East Room (Sir John 58/58 hps) Thursday March 25th, 2010 12:29:49 PM (OOC - Good question re: who's invisible. Who exactly was made invisible and if that includes everyone, then I would say Marcas and SJ would have a surprise attack on M1 and M2... I should point out that If Marcas, Lucky and SJ are now the only visible ones, then M3 wouldn't be necessarily able to reach them since M1 and M2 are in his way. As a result, the boy would be his next target for a good meal...)
Last part of surprise round 1 -
The boy continues screaming as the mouther appears to turn towards him. The cacophany is getting louder and louder as the PC's are amazed someone so small can scream so loud...
Speck slings 2 bullets at the mouther, both of which impact it and knock off small chunks of protoplasm, as well as giving it a rude shock... Now that Speck is visible, it turns its attention to him.
Remsus casts a spell, bringing into existence a scythe, but it merely makes a nice breeze for M3 rather than hurting it...
ROUND 2 is up.... Please post your actions
________________________ 1. Marcas and SJ are facing M1 and M2, Lucky behind them. 2. On the stairs b/t M1, M2 (at top) and M3 (at bottom) are Remsus (invisible), Speck and boy. 3. The trap is still set and if any sling rounds miss, there is a chance they could hit the wall and set off the trap. Say a 20% chance in case of a miss...
Dmg so far - M1 - 27, M2 = 21, M3 = 11
Round 2 (1st round was a surprise round, this is the first normal combat round...)
Marcas (SteveK) AC 19 HP 84/84 d20+12=16 ; d20+7=19 ; d20+10=17 ; d8+10=18 ; d8+10=15 ; d8+8=13 ; d20+12=24 ; d20+12=26 ; d20+12=28 ; 2d6+13=20 ; 2d6+13=18 ; 2d6+13=15 ; Thursday March 25th, 2010 12:39:32 PM
ooc: I think we're all visible now. Remsus had a circle of invisibility, and since Marcas and Speck both attacked and hit, the invisibility is broken for everyone. I think.
Marcas sees Speck's flat bullets worked better than his ranseur so he changes tactics. Still holding the ranseur in his hands, the minotaur uses elbows and knees and two horns to flatten the Mouther!
By keeping his ranseur handy, he continues to provide wicked cover for any monster moving within 20 feet of him. (AOO: vs first three monsters who leave threatened square)
Actions Full Attack; Power Attack +2 1 Elbow AC 16 Dam 18 bludgeon 1 Hoof AC 19 Dam 15 bludgeon 1 Horn AC 17 Dam 13 piercing
AOO 1 AC 24 Dam 20 piercing 2 AC 28 Dam 18 piercing 3 AC 20 Dam 15 piercing
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) d20+8=22 ; d8+1=5 ; Thursday March 25th, 2010 5:02:57 PM
The Ghostly Scythe slices again, taking a chunk out of the hurt mouther. (hit AC 22, Damage 5. note that damage reduction doesn't work for this spell).
Remsus spends his standard action as thus: 'Hey Marcus or Sir John. Care to grow about 6feet and gain a 5foot to your reach?" Remsus asks, and if either replies in the positive, he will cast Enlarge person on the first one who replies.
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead Domain: Longstrider lvl 2: Hold Person, Zone of Truth, Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray lvl 3: Halt Undead, Fireball }
Visibly Lucky AC23 HP55 of 46 d20+13=16 ; d20+10=24 ; d20=14 ; Thursday March 25th, 2010 8:32:00 PM
Lucky interposes himself between the mouther and Speck. His tumble check, if necessary, is a 24. As he moves, he draws the +3 icy burst dagger. He strikes at the mouther, fighting defensively AND using combat expertise, so his AC this round is 23. He has a BAB +0 with combat expertise, -4 fighting defensively, +3 for the dagger, +1 for the Aid spell, and hits AC14, missing. But the point is to keep them off Speck and the boy.
"Go ahead, Speck Old Boy! Get the boy free if you want" shouts Lucky. OOC: And add in the +1 bonus for being Lucky Eddie's friend!
AC this round: 23.
Active spells: Aid, Endure Elements, Magic Stone
Spells:
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 1
Tattoo Used: 1 of 3 Stones Used: 0 of 3
Sling Bullets Used: 1 of 16
Visibly Lucky AC23 HP55 of 46 Thursday March 25th, 2010 8:33:04 PM
Oh, Lucky also has a +1 size bonus to hit, but he still misses vs AC15.
Speck AC19/20 HP:26/26 d20+14=16 ; Thursday March 25th, 2010 10:33:23 PM
With a brief reprive given by Lucky and Remsus, Speck takes a moment to study the trap. Instead of disarming it, he studies it to figure out what would be needed to block the blade from dropping all the way down. Is the blade visible? how heavy is it? Would the minotaur be strong enough to hold a block of wood against the wall to block the path and cause the blade to jam into the block instead?
Remsus mentions he can Enlarge someone. Speck realizes that Marcus, Enlarged, would gain greater strength and height. Taking wood from the shelves to form the interposing blocks might just work?
He studies these options this round.
OOC: Don't know what category of Skill this would fall under but I'll use my Disable Device and if you think of something else, let me know and I'll apply the appropriate modifiers. Note, he's not going to touch the wall or sling a stone. :)
"Calm down, little brother. Be a big little borther for me, ok?" Speck tries to calm his brother down.
Disable Device (to study the best way to block the blade) d20+11 +2(mw tools) +1 (lucky) = 16
OOC: whew! glad i decided to study it first!
Marcas (SteveK) AC 19 HP 84/84 Friday March 26th, 2010 12:39:07 AM
Marcas grunts. "Give me the magic and I may not be able to fit in the room!"
The East Room (Sir John 58/58 hps) d20+15=28 ; d20+10=15 ; d8+5=12 ; d6=5 ; d20+4=17 ; d4=3 ; d20+4=13 ; d4=1 ; d4=2 ; d20+11=19 ; d20+8=15 ; d4=1 ; d20+4=9 ; d20+4=7 ; d20+4=12 ; d20+4=6 ; d20+4=10 ; d20+4=18 ; d20+4=20 ; d20+4=21 ; d20+4=23 ; d20+4=9 ; d20+4=14 ; d20+4=20 ; d20+8=24 ; Friday March 26th, 2010 11:41:27 AM
As the battle continues, the various party members take their actions to free the boy and destroy the menacing blobs...
Sir John says, "I appreciate the offer of being enlarged, but I don't like the chance of being hit in an easier way... (e.g. lower AC) I'll stick with what I've got..." He slashes at M2 again, Hitting Ac 28 and missing AC15 for 17 pts of dmg... But again, his attack does a bit less damage than planned...
Marcas launches a flurry of attacks, but only his hoof manages to do any significant damage (vs. AC19), for 15 pts... This time, that's enough to destroy it and it collapses into a mass of jelly.... Neither mouther moves away from him, as they seem more interested in eating him then fleeing... (thus no AOO)...
Remsus' attack is also successful vs. M3, taking a small chunk out of it...
Lucky moves to face M3, giving Speck time to disable the trap...
Speck keeps looking at the trap, but can't see the blade itself. It appears that the blade is on the backside of the wall, and the trigger for the trap is based upon any contact with the wall. He can't see a way to block the blade... There must be some other way to disable it... However, it seems that since the Raven has been run off, there is no danger of someone deliberately setting it off...
Speck tries to reassure the boy, but seeing two mouthers still gibbering and making noise is enough to drive anyone mad and the boy continues screaming, totally confused...
Status of Monsters - M1 - Dead M2 - 38 M3 = 16
___________________________ Monsters Turn
1. M2, almost dead, fires a spittle of acid at SJ, and hits him in the face, doing 3 pts of dmg. M3 does the same thing at Lucky and hits AC13 (ranged touch attack ...) for 1 pt of dmg
SJ (and Lucky?) must save vs. Fortitude DC18 or be blind for 2 rds SJ - 19 - OK...
2. Both M2 and M3 begin making a low, gibbering noise, as they see food... The noise is disturbing enough to confuse even the most stout person... All PC's within 60' of each must save vs. DC 13 WIll or be confused for 1 rd SJ Save - 15, OK...
3. M2 launches 6 tentacles at the foes in front of him, 3 at SJ, 3 at Marcas, trying to bite both foes... At SJ - Miss AC 9, 7, 12... At Marcas - Miss AC 6, 10, 18...
4. M3, seeing that Lucky is the new desired target, launches all 6 tentacles at him... vs. AC... 20, 21, 23, 9, 14, 20...
In this case, Lucky is very lucky and only the 3rd tentacle manages to bite him for 1 pt of dmg...
However, the creature (as a free action v. anyone bit), starts a grapple attack vs. Lucky, since it has one tentacle attached... (Improved Grab - To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. )
Grapple Attack is 24...
( I'm going to need some help here from you expert DM's out tere with deciding how the grapple goes, since our Woldian rules are different than 3.5s... I need to know if the mouther is actually successful with his grapple attack...)
Cayzle Friday March 26th, 2010 12:13:52 PM
Grapple checks are easy: Does the grapple check beat the defenders Grapple DC?
Lucky's grapple DC is base 10 +4 BAB -4 size +0 Str = 10. So any grapple check of 10 or better grapples Lucky! Lucky is definitely grappled on a check of 24!
The beauty of this system is you do not have to wait for Lucky to roll an opposed check -- you can tell if a grapple works just by looking at the defender's grapple DC, which is kind of like an armor class.
However, keep in mind that any grappler attack fails on a natural roll of 1, 2, and 3.
Grappled Lucky AC14 HP53 of 46 d20+9=14 ; d20+15=28 ; d100=31 ; d20+8=14 ; Friday March 26th, 2010 12:27:53 PM
First, is Lucky blinded? His Fort save is at +9 ... a 14 is not enough, Lucky is blind for two rounds.
Then, is he confused? His Will save is at +15, a 28, he is fine.
He takes 2 hp damage, maybe more from the successful grapple?
Now grappled, Lucky uses his monk training to attack with his fist. First, does he even hit, given the 50% miss chance he suffers as a blind fellow? roll of 1-50 = miss. a 31, miss. Poor Lucky!
Next round, the mouther needs only to beat his grapple DC10 to inflict grapple damage ... and swallow Lucky whole ... though Lucky does not know that -- yet!
AC this round: 14, once you factor out the dex bonus and suffer a blind penalty. Grapple DC: 10
Active spells: Aid, Endure Elements, Magic Stone
Spells:
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 1
Tattoo Used: 1 of 3 Stones Used: 0 of 3
Sling Bullets Used: 1 of 16
Blind: round 1 of 2
Marcas (SteveK) AC 19 HP 84/84 d20+6=11 ; d20+6=25 ; d100=63 ; Friday March 26th, 2010 10:38:16 PM
Marcas exhults by destroying one mouther with a single hoof and turns his attention to the next in order to... to... to... flee!
Marcas turns and runs at top speed back to the entrance of the Library!
...Action Will Save 11 fail; Marcas confused for one round Confusion 63% = flee away from caster at top speed
Speck AC19/20 HP:26/26 Saturday March 27th, 2010 12:06:11 AM
As battle ensues around him Speck realizes that it is futile to attempt to disarm the trap while battling these abberrations. "There must be a secret door somewhere to get back behind me broder!"
Speck AC19/20 HP:26/26 d20+6=12 ; d20+11=31 ; Monday March 29th, 2010 12:11:11 AM
DC13 Will: d20+6=12 :(
Oh Wait! It says the Save DC is Charisma Based! my save bonus would be:
+4 lvl, +3 Char, +1 race, +1 cloak = +9 not +6, so the total would be 15 not 12! Whew!
Speck's mind reels for a brief moment, lulled into a bit of confusion by the gibbering. But he quickly recovers his senses. Aware of the danger of the gibbering, he tries to out gibber the gibbering.
"Oh gibbering blobs of mush oh mouths that slobber and slush Your teeth will be blunted, your bite made for naught As we decorate the walls with your splatted guts!"
Countersong Perform Check d20+11 = 31! YEAH! Take THAT!
Countersong: Each round bard makes a Perform check. Anyone within 30' of the bard (including bard) that is affected by a sonic or language-dependent magical attack may use the bard's Perform Check in place of it's saving throw if, after the save is rolled the Perform check roll proves to be higher.
Countersong Rounds 1 of 10.
The East Room (Sir John 58/58 hps) d20+15=25 ; d20+10=20 ; d8+5=7 ; d8+5=11 ; d6=4 ; d6=3 ; d20+4=16 ; d4=4 ; d4=1 ; d20+8=12 ; d4=4 ; d20+4=10 ; d20+4=14 ; d20+4=23 ; d20+4=5 ; d20+4=15 ; d20+8=26 ; Monday March 29th, 2010 10:03:49 AM
Round 3
The tide slowly starts to shift to the PC's favor, though Lucky is in a bit of a pickle, being grappled by his foe...
Sir John hears Speck's melody and resists any confusion from the mouthers.... He keeps focus on the nearest mouther and swings his axe at the nearest appendage, ignoring the goop and gunk spraying everywhere...
Att1 = Hit AC25, for 7 +4 fire = 11 Att2 = Hit AC20, for 11 + 3 = 14 Total Dmg = 25
Through the mass of mush and muck flying around him, he sees the mouther finally collapse and the way is now free to get to the hostage and final creature...
Marcas initially runs away in confusion, but Speck's melody (OOC - I love the lyrics ;-) ) helps eliminate the mouther's effects for all his companions...
Lucky, however, is grappled by the mouther and blinded by the acid spray...
(Not sure what Remsus' move was... Skipping it for now...)
The poor boy continues screaming in abject horror, watching Lucky engulfed...
____________________ The final remaining mouther sprays an acid spray at Speck, hitting him with a ranged touch attack vs. AC 16. If it hits him, he takes 4 points of dmg and the acid burns his eyes, effectively blinding him for 1 round (Save vs. Fortitude DC18)
Now that Lucky's been grappled, it attempts to swallow him whole (Att = 12 vs DC10, so successful...) Masses of ectoplasm surround Lucky, and the creature begins to drain his blood... (4 pts Constitution drain...)
The other five arms are free to attack too, and Speck is the nearest target... Attack - Miss AC 10, 14, 5, 15; Hit AC 23. Only one attack is successful, but that may be all that's needed... It does 1 point of dmg, but also tries to grab hold of the bard... Grapple attack vs. Speck's DC = Hit 26... So Speck is grappled by the creature...
______________________ Status M1, M2 = dead M3 = 16 pts
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) d20+14=21 ; d20+8=24 ; d8+1=5 ; Monday March 29th, 2010 10:37:07 AM
Remsus succeeds on the will save and his scythe slices into the Mouther for 5 more damage.
Marcas (SteveK) AC 19 HP 84/84 d20+12=13 ; Monday March 29th, 2010 11:39:53 AM
Confused, but saved by Speck, Marcas shakes his head to clear it. "Think with your brain, not with your horns", the large minotaur says, quoting from a long ago mentor. He leaps back into the fray, pounding a hoof near the Mouther's ectoplasm!
...Action Power Attack 2 Hoof: AC 13 nat 1!
(oh, the dice hate me today!)
Grappled Lucky AC24 HP37 of 30 d100=50 ; d20+8=24 ; Monday March 29th, 2010 12:48:03 PM
Lucky's Constitution is now 8. His hit dice are: 8, 5, 2, 3, 4, 5, 8, 3 With his new -1 Con check, his max hp are 7+4+1+2+3+4+7+2 = 30 He still has 7 temporary hit points, bringing him to 37 hp total.
Lucky is still blind. Next round, he will not be blind, and his continual flame doorknob should be enough to give him a chance.
This round, though, Lucky attempts to attack with his fist. Miss chance: 50! He misses on a roll of 1-50.
Poor Lucky.
AC this round: 24, once you factor out the dex bonus and suffer a blind penalty. Grapple DC: 10
Active spells: Aid, Endure Elements, Magic Stone
Spells:
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 1
Tattoo Used: 1 of 3 Stones Used: 0 of 3
Sling Bullets Used: 1 of 16
Blind: round 2 of 2
Speck AC19/20 HP:21/26 d20+4=9 ; d20+4=21 ; Monday March 29th, 2010 10:16:53 PM
OOC: Table-top conversation: Hey Lucky, if you cast Sound Burst from within his guts, his body would block the sound wave from us and I'd think he'd automatically fail a Fort Save, or at least have a much difficult DC to beat. What do you think? Any one else have any thoughts on this idea?
IC: Specks poetry was sooooooo good, it brought back Marcas from the brink and spurred Sir John to great gorry onslought. But it also cought the gibber's attention. It should appretiate poetry more but it didn't and spit acid at Speck.
Fort DC18 d20+4= 9. sigh...
Ouch! It burns! It Burns! I'm blind! Specks mind screams. Then he feels a mouth grab him!
"Bright Light!" Speck blurts. Although being blinded, he knows exactly where the creature is, right in front of him. (OOC: either 5 feet or whatever, but the thing is a blob and bunches of eyes so I don't see how he could miss...)
A bright flare of light errupts in front of the gibber. (spell Flare: verbal, 1 st action) Concentration Check for casting while grapled DC 20+0= 20. d20+4 = 21, yihaaaa!
Fortitude Save DC13 (however, with all those eyes, there's bound to be some penalty on the save, wouldn't you say? :) )
Failed save - dazzled for 1 minute. Success Save - negates.
The East Room (Sir John 54/58 hps) d20+15=22 ; d8+5=9 ; d6=5 ; d20+7=17 ; d4=2 ; d20+8=20 ; d4=3 ; d20+4=10 ; d4=4 ; d20+11=22 ; d20+4=17 ; d20+4=12 ; d20+4=23 ; d20+4=10 ; d20+8=26 ; Tuesday March 30th, 2010 10:25:53 AM
Round 4...
Marcas runs back into the fray, but falls on a pile of muck, and swings wildly as he attempts to keep on his feet. He manages to remain upright, but comes nowhere close to hitting M3...
SJ also charges forward and chops at the final mouther, trying to avoid hitting Lucky or Speck who are securely grappled... Attack = Hit AC 22 for 14 pts of dmg... (9 a/f DR)
Remsus' scythe also helps cut off some more of M3's mass...
Lucky tries to break free but to no avail... Speck also is blinded, but casts a flare of light against the mouther, but to no effect... (Fort Save = 17)
____________________________________ M3 = 30 dmg
The mouther continues digesting Lucky and drains 2 more points of Constitution...
Now that it has Speck grappled, it attempts to engulf him too... (Grapple Attack = Hit DC20 (I assume that's higher than Speck's grapple DC)) A huge mass of flesh covers Speck too, sucking 3 points of Constitution from him too...
It turns to SJ and spits acid at the next target... It hits 10 as its ranged touch attack.. Amazingly, this hits as SJ has only armor and a shield... He takes 4 pts of acid damage but saves (22 vs DC18) vs. blindness, as the acid misses his eyes by a hairsbreath...
M3 has 4 arms left, and shoots 2 at SJ and 2 at Marcas, as they are the greatest threats... vs. SJ = Miss AC 17, 12; vs Marcas = Hit AC 23, miss AC 10
Since arm 5 hits Marcas, it tries to grapple with him as a free action... (vs DC 26... Marcas - what's your DC vs. grapple?)
Marcas (SteveK) AC 19 HP 84/84 d20+12=30 ; d20+7=26 ; d8+10=18 ; d8+10=12 ; Tuesday March 30th, 2010 12:34:40 PM
Marcas sees Lucky slowly engulfed by the Mouther, and then the monster grabs the minotaur! (ooc: Marcas' Grapple DC is 24)
Despite getting hit, a smile plays around the minotaur's mouth. "You just made a mistake, little monster."
Marcas lets go of his Ranseur, being useless in a wrestling match. Forming his big hands into blades of flesh, he rips them through the Mouther!
....Action Power Attack: 2 Hand AC 30 Dam 18 Hand AC 26 Dam 12
The East Room (Sir John 54/58 hps) Tuesday March 30th, 2010 2:13:25 PM
To its demise, the mouther definitely picked the wrong foe to try and engulf... Marcas' action is enough to destroy the mouther and it finally collapses into a puddle of goo...
(Combat Over... But remember that 2 members have suffered constitution drain...)
Though the battle was won, there is still much to be done. There are still faint screams and mechanical sounds from the West room and the upper level. On the other hand, the stairs go down to a door, though they aren't sure what lies beyond... Finally, there is the matter of the entombed little boy who is still screaming in absolute terror, and the trap set to decapitate him...
Lucky's Constitution is now 6. His hit dice are: 8, 5, 2, 3, 4, 5, 8, 3 With his new -2 Con check, his max hp are 6+3+1+1+2+3+6+1 = 23 He still has 7 temporary hit points, bringing him to 30 hp total.
Lucky is no longer blind, thank goodness.
"OUCH!" says Captain Lucky. "Thanks for coming to my aid, friends! Spec from the inside, and Marks-on-Thighs from the outside!"
Whenever Speck wants to free the boy from the trap, Lucky will stand by him to give him a +1 on the check, and will Aid Another (rolled a 19) to give another +2. That's a +3 total.
Lucky wishes there were something big nearby, like a box or a trunk, that they could set into place to intercept the falling blade.
Lucky says, "I see no reason to fall into Raven's traps by dashing off after him. Let's take our time."
Lucky searches the dead mouther bodies and checks them for treasure and stuff. Who knows what these things ate?
Search checks: 26, 17, 26, 23! Woot!
Active spells: Aid (may expire soon), Endure Elements, Magic Stone
AC for next time it is needed: 23
Spells:
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 1
Tattoo Used: 1 of 3 Stones Used: 0 of 3
Sling Bullets Used: 1 of 16
The East Room (Sir John 54/58 hps) Tuesday March 30th, 2010 3:23:33 PM
(OOC - Everyone gets 1500 xp for getting past the golems and defeating the mouthers.)
Speck AC19/20 HP:11/16 d20+15=18 ; d20+15=21 ; d20+15=23 ; d20+15=33 ; Tuesday March 30th, 2010 6:19:13 PM
If Speck could have seen the big glob engulf him, he probably would have yelled as much as his little brother. But as it was, he just tried to kick and puch when he felt the slimy slop cover him. However, violent shaking of the thing followed and a strong arm grabbed him and pulled him out.
Sputtering, he was surprized to be able to see again and the sight of his friends was encouraging.
"That Raven will go on deeper until there's no where else to go. Let's take care of our friends so no harm comes to them first. I'm thinking there's a secret door somewhere here that will lead to a back area where the trap mechanism is and where we can remove my brother from behind, not from the front."
OOC: the front of the wall is slick with only the hafling's head sticking out, like a mounted head. So the blade itself is behind the wall. We have to find a way to get behind the wall, I'm thinking.
IC: Speck puts on his goggles and looks for some secret doors, starting at the bottom of the stairs and moving up while the others keep a watch for any more disturbances.
Search d20+15=18. How many do I need?
Determined that there must be something here, he tries again.
Search d20+15=21, 23, 33! that ought to show something it there's something to show. :)
HPs/lvl = 6 2 5 2 2 5 4 3, so now that would be with Con 7: 4 1 3 1 1 3 2 1 (providing you can't roll less than 1 for HPs when leveling) = 16 - 5dmg = 11. (hey, I just noticed I've got TOT = 29hp on my sheet but have TOT=26 hps on my header! I'm more alive than I thought! :)
Marcas (SteveK) AC 19 HP 84/84 d20+7=8 ; d20+9=13 ; 2d6+19=29 ; Tuesday March 30th, 2010 6:41:02 PM
Marcas can't do much about helping heal or restore his friends, and so he does what he can. Picking up his ranseur, he casts about, standing guard over the stairway, Speck, Lucky, and the young halfling in the trap.
"Set here", he tells the others in his soft but gravelly voice. Marcas seems calm, as if his emotions have been locked up deep inside. He'll pay for it later, but now there is work to be done. "Speck, you and Lucky be as careful as you can to disable that trap. Remsus, can you help Lucky and Speck as they were the two most affected by the monsters? Sir John, retrieve your weapons and watch our back, maybe even look in the rooms? I am thinking there will be other loved ones in traps there as well."
...Actions Spot Check: 7 Ready: If see any monster attacking a companion, Marcas will strike with his ranseur
Readied Power 5 AC 13 Dam 29
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) d20+18=33 ; Wednesday March 31st, 2010 12:12:53 PM
(OOC: Sorry for not posting and posting shortly. I had a parasitology exam today... yeck... havent showered in a few days b/c ive been studying so much...)
I wonder what would happen if I cast enlarge person or shield of faith on the boy with the guillotene over his head?" Remsus asks blankly.
Remsus also helps search the room (search =33)
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead Domain: Longstrider lvl 2: Hold Person, Zone of Truth, Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray lvl 3: Halt Undead, Fireball }
Traps and hostages (Sir John 54/58 hps) Wednesday March 31st, 2010 2:21:52 PM
East Room/Stairs
After examining the trap, Speck realizes that it seems that the mechanism was built into the wall supports during a renovation of the wall itself, and so it is built as an integral part... (similar to how you'd put a mechanism in between the 2x4 studs and then put up drywall over modern walls...) There doesn't seem to be any way to get behind it, at least from the stairs. There are no secret doors in the stairwell, but maybe another room has access to a crawlspace that would allow him to operate or disable the mechanism?...
Remsus ponders other options to disable the trap, but realizes that if he could shrink the child (rather than enlarge it), that might make it possible to have him crawl out. But the child would have to do this without touching any part of the wall...
So many options...
West Room
Sir John nods at Marcas' suggestion and goes across the main hall to the West Room. As he enters the room, the rest of the group hears a large organ start to play eerie cords...
The rest of the group hears monsters start to roar, chains move, and then a woman begins scream in extreme pain... and Marcas recognizes his mother's voice.
Sir John immediately yells, "We've got another hostage here, and you better get here NOW! She's being drawn and quartered by a trap, and I don't know how long she'll last before being ripped apart! We've got 2 foes to fight meanwhile and somebody get in here who can free her, while I fight them!
DM Info Round 1 of trap...
Marcas (SteveK) AC 19 HP 84/84 d20+14=30 ; 2d6+9=17 ; Wednesday March 31st, 2010 5:38:04 PM
Marcas doesn't wait, but sprints to the doorway. "Remsus, Speck, and Lucky: save the boy", he calls over his shoulder.
Hitting the doorway in a few strides (20 foot move), Marcas stabs at the nearest enemy, using his superior reach to cut with his ranseur. Then he is able to better assess the tactical situation of the enemy and the trap. "Sir John, my plan is for you to keep them busy while I sunder the chains holding Thorlathai upon the rack."
...Action Move 20 feet Attack AC 30 HP 17
Speck AC19/20 HP:14/16 d8+1=3 ; d20+8=13 ; d20+11=12 ; Wednesday March 31st, 2010 10:32:39 PM
"My brother can wait," Speck says reluctantly. He first taps himself with his healing wand, then moves into the room and looks for a place to hide behind.
CLW wand d8+1=3
Bluff (to cause a distraction while attempting to hide if there are observers) d20+8=13, bleh. :P
Hide (if there's something to hide behind he can get to without endangering himself) d20+11=12, Well, so much for that. Hiding with Panash!
So Speck is some few feet into the room totally exposed!
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) Wednesday March 31st, 2010 11:38:54 PM
Since Remsus is still invisible, he will go and cut the ropes that are pulling her with his dagger... that shouldn't undo invisibility right???
(DM Ken - They're thick, steel chains and manacles rather than ropes... I'll give a full description and map of the room once I hear Lucky's post...)
Ungrappled Lucky AC23 HP30 of 23 d20+8=23 d20+8=28 Thursday April 1st, 2010 1:48:01 PM
Lucky can't bring himself to abandon the boy in the guillotine. Marcus told three people to take care of the boy, and so far two have ignored him.
Lucky shouts at Remsus and Speck's backs, "I'll take care of the boy! You two go on and help Marks-On-Thighs and Sir John! No, don't worry, I can handle it! Go on, I don't need you! I've got it well in hand!"
The halfling moves closer toward the boy, until he is 20 feet away, and in no danger of accidentally triggering the trap blade. He looks around, without touching anything, for a lever or button or trigger to turn this thing off. They got the boy in it somehow; maybe there is a way to get him out. Or for anything else that might be helpful.
Search checks: 23, 28.
Traps and hostages (Sir John 54/58 hps, AC 21) d20+15=25 ; d20+10=23 ; d8+5=7 ; d8+5=12 ; d6=6 ; d6=6 ; d20+9=20 ; d20+9=17 ; d20+7=13 ; d20+9=15 ; Thursday April 1st, 2010 2:58:40 PM
(West Room) = Lucky sees the same type of thing that Speck did, and thinks that maybe an adjacent (or below) room might have some sort of crawl space that leads to the blade mechanism itself. For now, it seems there is no way to get to the mechanism from this side...
(East Room) = The scene in this room is one from a nightmare... A great dome of stained glass above the room depicts a wizened old man lecturing to a host of large and small creatures. Within the room, a stone altar is framed by a massive organ, its pipes running up the western wall. An eerie melody plays as the keys dance by themselves.
On the altar is Marcas' mother, manacled by sturdy adamantine chains. The chains run into the altar's base and are slowly drawing and quartering her...
Facing them are two monsters which look like winged demons, but mostly consist of smoke... which Marcas attacks and hits solidly... for 17 pts of dmg...
Sir John nods at Marcas' suggestion, and slashes at the same creature... Attack - Hit AC25 for 7 + 6 = 13 and Hit AC 23 for 12 + 6 = 18: TOTAL = 31
Their combined attacks eviscerate B1, clearing the way to the altar...
Speck - Perform Check > 20Highlight to display spoiler: {You don't recognize the tune, but it seems that if you listen to it for a moment or two, you might learn something about how to stop the organ's melody and the torture on Marcas' mom... But you only have a brief time before she's pulled apart... }
Remsus sees that his dagger is useless against the adamantine chains...
___________________________
At the end of the PC's turn, the organ continues to play and one more creature erupts from the organ's pipes, appearing as smoke or gas before solidifying... Now there are again two facing the party... The organ continues playing and the chains become tighter on Marcas' mother, causing her to scream louder as joints start to pop and muscles strain under the tension...
B2 rips at Sir John with both wings and its fangs, (All 3 miss AC 20, 17, 13...)
B3, arriving late, only has time to rip at Marcas with one wing = Miss AC15
Marcas (SteveK) AC 19 HP 84/84 d20+7=14 ; 2d6+23=28 ; d20+1=21 ; d20+1=5 ; 2d6+23=29 ; Thursday April 1st, 2010 4:08:35 PM
(ooc: based on adamantium is Hardness of 20 and Hit Points 40 per inch of thickness. based on a steel chain is 5 hit points and so would be 1/4" thick. assuming adamantium chain is masterwork and so would be at least 1/2" inch thick and probably have 20 hit points...)
(ooc: can't see map for some reason)
Marcas ignores the smokey demons and moves into the room to where he is within 20 feet of his mother's chains. Gripping his ranseur in two hands, he shouts a mighty "KIIIIIA!!" and slams the cutting edge against one of the chains.
...Actions Power Attack: +7 damage, - 7 AC AC 14 Damage 28 (if 5 foot step) AC 21 nat 20! Dam 29
One chain potentially takes 17 damage minus adamantine hardness
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) d8+1=7 ; Thursday April 1st, 2010 4:51:25 PM
Remsus remembers that his Ghostly Scythe is still around and decides that using it to break the chain would work, since it overcomes any damage reduction. (SPiritual weapon attacks chain for 7damage)
(OOC: the map is not working for me. If I can, I think I will launch my fireball to hit the Smokey demons and the organ as well... but I can't judge where it will hit though b/c the map isnt working for me)
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead Domain: Longstrider lvl 2: Hold Person, Zone of Truth, Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray lvl 3: Halt Undead, Fireball }