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The Face of Evil


DM Robert - "Let's finish searching around here and heal our wounds."  
Saturday July 11th, 2020 8:52:51 AM

Stock checks the other rooms and finds nothing of interest .You can see that there are a few scraps of firewood that the woodworkers in the room will recognize as a chair leg, and part of a bed frame.

Bartomus wonders on what the kobolds would have to do to rebuild and refurnish the place.

Carver wants the magical great axe.

Zanderallen is ready to go down and meet whatever evil is still below.

Micah suggests dividing out some of the loot.

Sid wants to take the strength belt as well as the two ever burning torches.

Stohp displays her mathematical powers by counting the Shields and coming up with 8 vs 1 against the necromancer.

_____

It appears that most of you are ready to go down to the lower mines. There may still be some distribution of magical goods that needs to take place, to wit potions and scrolls.

The group rounds up their gear and gets ready to hit the road. The party makes its way back through the warren and to that entry chamber. Then they make the turn and start down the passage to the lower mines. It's a long dark walk. As you get down the tunnel the fungus on the walls starts to become less frequent and the tunnels themselves become smaller.

You are now in tunnels that are 5 foot wide and 6 feet tall. Squeezing is required.

Also as these are the working mines it will require some skill to find the right path. From what you remember the kobolds seemed to say the trouble started when a new section was opened.
To find the path...
Knowledge Engineering 15
or
Survival 20
or
Perception 25

----
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.
AND LASTLY, There's a fungus in some caves/tunnels that will give those with Dark Vision extra range, I will let you know as you enter them.


Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1  d20+12=25 ;
Sunday July 12th, 2020 2:00:32 PM

"Micah, keep that stone scroll, I don't think I like the idea of being frozen into a stone, not my vibe. But, that belt that could help me move a bit quicker, would that be so long as I wear it, or do I need to strap it on to use it? Cause that might be of some help." Bartomus said and continued to look over things. "The curing potions, I could use a couple to replace the ones I used."

He followed along, squeezing through the tunnels and trying to keep an eye out for things as they moved deeper into the caverns.

[i]Adding two CMW potions to character sheet, perception role of 25 [/]

Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune 
Sunday July 12th, 2020 2:12:11 PM

Carver agrees with the wanting of 2 or 3 of the cure potions,

"Taking a rest might be a better idea than marching forward.... I'm down on both my ability to lay hands, which is granted by Lord Gargul and my ability to aid in combat by giving advice."
(Bard Song)



Stohp (Mitch) HP: 37/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)  
Sunday July 12th, 2020 3:06:52 PM

Stohp will claim the smokesticks if no one else wants them. They'll add to her pool of utility items she keeps around to use as needed. The bet of dexterity would be helpful, but only if everyone else already has one. Better the archer or melee fighters get the improved attack/defense then she take it for a minor grappling bonus.

Stock (JonM) HP: 91/96; AC: 24/22/15; DR 1/-; CMD: 27; Rage: 7 of 24 used; Immune to Trog Stench  d20+12=13 ;
Monday July 13th, 2020 9:41:56 AM

Stock grabs two of the healing potions and pats his pouch where he carries the things. "Feels pretty full." He then stays toward the front, leading the party through the darkness. At one point, he stops and reaches down, picking up a vaguely hexagonal blue rock. He tosses it up, catches it, and drops it in his belt pouch.

When he looks up again, he realizes he got a bit disoriented. "Which way do you guys think? Anybody else besides Carver need a rest?"

==========
Survival 13

Zanderallen (Zachary H) Stench Immune 89/94 AC: 29(34 vs T1) T: 13 FF: 28 CMD: 24  
Monday July 13th, 2020 3:13:14 PM

"I thought dwarves were supposed to know their way around tunnels. Good thing we brought a druid along. Or Bart is just really good at looking confident." Zander continues following whoever seems to know where they're going, since he has no clue.

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench  d20+4=13 ;
Monday July 13th, 2020 3:53:08 PM


Micah surveys his companions and considers a moment before suggesting, "It appears, that except for Carver, most of us have significant reserves remaining. Provided we do not have many hours of travel ahead of us, I would prefer to press our advantage and keep going.

He then turns to Bart, "So merely confidence or do you, in fact, think you have discerned the correct path? If the latter, please point out the way."

======
Survival 13. Fail the check.

OOC to Bart: It appears you made the perception check to discern the correct path, but you didn't mention it in your post. Micah, and it appears Zanderallen also, are assuming you share that with the party.

IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.)  d20+13=16 ;
Monday July 13th, 2020 7:18:33 PM

"Wait," Sid says, going back to Stohp, "that belt makes you quicker? I'm sorry Stohp, but can I use that instead? You can have the Ishingram belt back! I mean, if you need it I don't want to take it from you. I didn't know belts could do that."

==========================================================================

Perception: 16

DM Robert - "I thought dwarves were supposed to know their way around tunnels."  
Monday July 13th, 2020 8:38:22 PM

Assuming that Bartomus's undeclared roll was indeed a successful perception check.

And is there some confusion, here, one belt makes you stronger one belt raises your dex. Raised dex does not equate to being quicker as we don't use initiative rolls here.


The party moves along and Bartomus is able to point out the more recent signs of tunneling, much to the chagrin of the dwarf. At last you come to a place where you can see the mining tunnel seems to have broken through into something different. The mine tunnel cuts across a 20 foot wide corridor, where the other side of the corridor is you have no idea, though Stock can explain that over time tunnels collapse, earthquakes could cause a shift upward downward or sideways in the rock strata, etc.

The party bunches up as the move into the 20 foot wide corridor. It is obviously worked stone, carved and cleaned granite and marble create the floor, walls and ceiling (10 foot high). The corridor quickly opens into a large roundish chamber. In the center, about 30 feet in from the edge of the corridor, there appears to a large statute of a spider.

Perception 20 Highlight to display spoiler: {the statue is made of many gears, wires, and other parts.}

If successful with above perception check... Knowledge Arcane 22 Highlight to display spoiler: {This appears to be a clockwork golem.}

better mental image of area

Just a note, you can't see the back side of the room as yet, well maybe Stock can, I momentarily forget the normal range of darkvision. There is no longer any fungus on the walls to help with seeing in the dark.

----
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.



Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune  d20+9=19 ;
Monday July 13th, 2020 11:09:03 PM

Carver looks in the room, "That's one ugly spider...."

Stohp (Mitch) HP: 37/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)   d20+14=22 ;
Tuesday July 14th, 2020 12:19:06 AM

Mechanical design of some fashion. I can see gears." Stohp comments, pointing out the gears in question. (Perception 22)

Stock (JonM) HP: 91/96; AC: 24/22/15; DR 1/-; CMD: 27; Rage: 7 of 24 used; Immune to Trog Stench  d20+15=34 ; d20=8 ;
Tuesday July 14th, 2020 9:29:59 AM

Stock begins slowly circling around counter clockwise so that he can make sure the room is empty except for the statue.

========
Perception: 34
Is that a statue of Jancassis? Knowledge Religion (untrained) 8
It's darkvision 60' btw
Move to P13, staying along the wall
Is there anything down hallway C?



Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1  d20+12=23 ; d20=2 ;
Tuesday July 14th, 2020 10:05:42 AM

"I got luck guys - looked like freshly broken rock and all - easier to see by looking down on it than looking up I bet," Bartomus said to Micah and Zander. When they came to the higher ceilings and then the big opening with the clockwork spider, Bartomus looked at his fellow Shields, "so, wait we went from small caverns to this? Isn't that a bit odd? Then who builds a nasty statue of that?"

He pointed to the partially illuminated statue.

Sorry yes that 25 previous was a perception roll. 23 is the new perception roll, and 2 is the follow up knowledge arcana untrained roll

Zanderallen (Zachary H) Stench Immune 89/94 AC: 29(34 vs T1) T: 13 FF: 28 CMD: 24   d20+5=6 ;
Tuesday July 14th, 2020 3:39:28 PM

As the tunnels open up into the older section Zanderallen gets a bad feeling deep in his soul. Stepping 10 feet into the room he takes a look around and opens his sight to the presence of evil power. If he detects anything he will immediately warn the others.
---------------
Detect Evil 60 ft cone, Zander is scanning the room
Perception 6

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench  d20+5=17 ; d20+4=8 ;
Tuesday July 14th, 2020 4:39:46 PM


Micah stops short and immediately casts detect magic to see if there are any auras around the statue or the room.

=================
failed perception check; and knowledge provided I could use Stohp's observation.

IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.)  d20+13=31 ;
Tuesday July 14th, 2020 6:35:25 PM

As they pile in Sid says, "Oh yeah, that is alot of wires and gears. Hey Stock, should I move up?" Sid will continue to look for traps if he can get into the room

=====================================================================

Perception: 31

DM Robert - "Then who builds a nasty statue of that?"   d20+23=41 ; 2d10+8=20 ;
Tuesday July 14th, 2020 8:21:14 PM

Carver ogles the ugly spider statue.

Stohp Sorry to see into the room you need to move up, I'm squeezing you forward past Carver since that is the only way because you can't stack up really points out that the statue has a lot of gears and stuff on the insides.

Stock quickly disappears from the rest of the parties site as he double moves into the room and peers down another corridor. No the statue is just a statue of a big spider, nothing religious about it. Thick hairless, metal Shelob. Perception check please for looking down the corridor....unlesss, read below.

Bartomus explains how he was able to determine the correct patch.

Zanderallen steps into the room and looking intently starts to see if he can detect evil. He feels relieved that there are no evil auras before him.

Micah casts detect magic. Hmm, I'm not sure, it is a magical construct but I'm not sure if that means it radiates magic.

Sid also having to squeeze you forward for a look because you were around the corner originally and it's not like you can technically occupy the same space (though Micah and Bartomus are pressed up REALLY close as are Sid and Stock.) moves forward and can also see the gears in the machine.
______________________

Suddenly the spider stirs those looking at it see a strange red glow pop up in it's multiple eyes. Gears grind and whirl as the spider suddenly comes alive. It turns moves toward Stock and strikes out with one of its forelegs!
Leg slam, 41 (d20+23) hit, damage 20 (2d10+8)

Though except for Sid the rest of you don't see much because, light sources.

battle map
----
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.


Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune  d20+13=29 ; 3d8+21=36 ;
Tuesday July 14th, 2020 10:38:57 PM

Carver has to wait a few moments for his friends to make a hole.... (gotta wait for people to move)
As to light, the spider is currently in "din" for those without darkvision.... But that will change as Carver takes his turn....

Once those in between him and the spider thingy.... Carver charges... He'll swing to the left and then charge past, lowering his lance to strike out. (He does not provoke a AoO from his target, even if it has reach, Ride-by-Attack)

Attack AC 29, Damage 36 (Adamantite Weapon, bypasses 20 Hardness)

Stohp (Mitch) HP: 37/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)  
Wednesday July 15th, 2020 12:37:42 AM

(Unless combat has started I usually don't look at/for a map link and just assume anything described we can all see unless it's specified XD)

Stohp isn't that surprised to see it move since she saw the gears. She double moves to n/o 9/10 to give Stock flanking.

Stock (JonM) HP: 90/114; AC: 23/21/14; DR 1/-; CMD: 29; Rage: 8 of 24 used; Immune to Trog Stench  d20+15=24 ; d20+10=11 ; d10+19=26 ; d6=1 ;
Wednesday July 15th, 2020 9:13:00 AM

Raging
"It's alive, it's moving, it's alive, it's alive, it's alive, it's alive, IT'S ALIVE!....GO BACK TO SLEEP" His resulting swings though are wild and unfocused. Much like his mind is now.

=======
5ft. Step to O5
PA1 hits AC 24, 26 damage + 1 electricity
PA2 hits AC 11


Zanderallen (Zachary H) Stench Immune 89/94 AC: 29(27 from charge) T: 13 FF: 28 CMD: 24   d20+13=22 ; d8+11=19 ;
Wednesday July 15th, 2020 9:43:18 AM

Zanderallen might not be able to fully see what's going on but he can see and hear enough to take action. Charging forward he drops his sword in the middle of the room for illumination. With the construct fully illuminated he reaches down to his belt and fluidly draws a war hammer. He raises the hammer, the dull gleam of adamantine visible, and brings it crashing down.
-------------------------------
Charge to N8 (+2 Att, -2 AC) (Flanking with Stock +2 Att)
Drop Flaming sword at L8 (light source)
Draw Adamantine Warhammer while charging
Attack Mech Spider
24(d20+13+2,forgot flank) to hit, 19 damage (Adamantite Weapon, bypasses 20 Hardness)

Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1 
Wednesday July 15th, 2020 11:00:45 AM

Bartomus continued forward into the cavern as the others rushed forward with the lights illuminating the new cavern and the now moving clockwork spider. They needed to see it, he thought to himself, and then he had an idea. A rather simple spell that might help. With that, he sent forth the spell thinking that Violet would be a great name for the spider.

Move to I9 if possible, cast faerie fire on the spider at O7 - no saving throw but negated with spell resistance - violet color in a 5' radius burst - so not sure if that is contained in the 07 square or everything about that location.

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench 
Wednesday July 15th, 2020 1:49:10 PM


Micah shakes is head at the sudden turn to violence. He moves forward, pulling out his wand and casts bless on his allies.

==========
Move to G7
Cast bless from wand 10 rounds remaining.



IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.) 
Wednesday July 15th, 2020 6:42:33 PM

Sid moves H7 and will pull out Branwen and aim at the Spider. "Man," he says to Micah, "I was almost trampled. You think the mechanical spider is an interesting choice. You think it means anything or is it just an aesthetic?"

DM Robert - "IT'S ALIVE!"   d20+23=37 ; 2d10+8=23 ; d20+29=32 ; 2d10+12=23 ; d20+23=26 ; 2d10+8=17 ; d20+29=31 ; 2d10+12=18 ;
Wednesday July 15th, 2020 8:16:12 PM

Carver waits...

Stohp rushes in trying to distract the mechanical spider.Hey check your header, you should be healed going into this room.

Stock steps up and swings, missing both times.

Zanderallen moves forward dropping his sword and drawing his hammer. Alas he too misses.

Bartomus moves into the room and casts faire fire on the construct. Momentarily the creatures seems to glow violet, and then the spell fades out. DM note, this golem is immune to any spell that allows a spell resistance check.

Micah casts Bless on everyone.

Sid moves into the room and pulls out Branwen.

Somewhere in all that Carver manages to charge, however you gave me no ending location. He does manage to hit the creature a resounding blow.

________

The clockwork golem slashes out first at Stock hitting.
slam 37 (d20+23) and inflicting 23 points damage. (2d10+8)
Then the leg articulates attempting to grab Stock
CMB 32 (d20+29) and deals 23 more points damage (2d10+12)
Grind (Ex) A clockwork golem deals an additional 2d10+12 points of slashing damage when it makes a successful grapple check as razor-sharp gears and blades emerge from its body to grind and slice its foe.
Stock takes 46 points damage and is grappled.

Another leg whips around hitting Stohp.
slam 26 (d20+23) and does 17 points damage.
This leg also articulate attempting to grab Stohp.
CMB 31 (d20+29)
Stohp is grappled and again whirling razor sharp blades zing out from the body inflicting 18 points damage (2d10+12)
Stohp takes 35 points damage and is grappled.

battle map

Clockwork Golem, AC 26, CMD 36, damage 36.

----
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.



IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.)  d20+10=13 ; d20+10=11 ; d20+1=8 ;
Wednesday July 15th, 2020 9:48:17 PM

Sid starts cursing loudly and quickly fires three arrows at the thing. Rattled as he is his arrows harmlessly bounce off of its metal skin and clatter uselessly against the far walls. "Micah, please tell me that isn't as bad as it looks?"

===========================================================

ToHit1(Rapid Shot): 13
ToHit2(Rapid Shot): 11
ToHit3: 8

Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune  d20+14=18 ;
Wednesday July 15th, 2020 11:11:30 PM

"Leave me a charge lane..... as long as i hit, I'm causing it harm."
With that, Carver charges straight across the room....(end 2,3/l,m)
He dodges the whirling blades and such, which causes Carver to miss his strike....



Stock (JonM) HP: 68/114; AC: 23/21/14; DR 1/-; CMD: 29; Rage: 9 of 24 used; Immune to Trog Stench  d20+15=35 ; d20+15=22 ; d20+10=17 ; d10+19=23 ; d6=3 ;
Thursday July 16th, 2020 9:46:56 AM

Raging
Stock feels the leg begin to constrict and with a feat of unbelievable strength, wrenches the leg open enough to spin out of the grasp.

He tries again to hammer on the thing, feeling a sense of concern at the thing's robustness.

===========
Negating the grapple via: Rage Power: Strength Surge (Ex) - The barbarian adds her barbarian level on one Strength check or combat maneuver check or to her CMD when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.
It's an immediate action and raises Stock's CMD to 38, which then negates the second 23 points of damage I think. It's only a 1/rage thing though so next time, I won't be so lucky.
PA1 hits AC35, critical threat not confirmed; 23 damage + 3 electricity
PA2 hits AC17


Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1  2d8=8 ;
Thursday July 16th, 2020 9:52:54 AM

Bartomus really didn't know what to do. His light show faded quickly and that probably meant that a lot of his other options wouldn't work either. In the fade of the violet swirls, he saw the spider stick and grab Stock and Stohp, then Carver charged across the room. The Spider was still moving and still standing, it's gears and razors were slicing into both of the grappled Shields. Bartomus shook his head, and then focused on Stock who seemed the worse for the wear. "Cure," Bartomus said.

Stay at same location, cast cure moderate wounds on Stock for 2d8 plus 9 (1 per caster level) for total of 17

Zanderallen (Zachary H) Stench Immune 89/94 AC: 29 T: 13 FF: 28 CMD: 24   d20+14=28 ; d20+9=15 ; d8+11=17 ;
Thursday July 16th, 2020 10:11:19 AM

Zanderallen shudders at the carnage the mech is causing and continues raining blows on the thing, hoping his blows damage the clockwork contraption. "You let go of her!"
----------------------
Bless +1 Att

Full Attack on Spider
1st - 28(d20+14) hits, 17 damage (Adamantine bypasses hardness 20)
2nd - 15 (d20+9) misses

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench 
Thursday July 16th, 2020 2:31:23 PM


Micah frowns in fierce concentration, wincing at Stohp's plight and momentarily celebrating Stock's escape from those fearsome limbs. He stands ready to intervene should the thing grab another foe while worrying hold to rescue the minotaur.

"Hang in there, Stohp!" he yells to his bleeding friend. Then to Zanderallen, Make room. I will be moving in there when I can."

==========
Move to K7
Readied action to cast Freedom of Movement on the first foe the clock spider tries to grapple.

OOC: I hope Stohp's hitpoints in the header weren't updated. Otherwise she's at 2 after this round. If I'm wrong about her not being at 2, Micah will burn a hero point to cast a cure on her and skip the posted action.

Stohp (Mitch) HP: 25/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)   d20+15=35 ;
Thursday July 16th, 2020 7:01:11 PM

(I forgot to update her HP yes)

Stohp breaks the grapple with a heroic effort (spending a hero point since a nat 20 doesn't beat it's CMD, 39 to escape). She backpedals 5 feet to get out of it's reach (I think a 5 foot step prevents an AoO? Can she take one while prone?)

DM Robert - "Hang in there, Stohp!"   d20+23=33 ; 2d10+8=17 ; d20+29=36 ; d20+23=35 ; 2d10+8=18 ; d20+29=34 ; 2d10+12=26 ;
Thursday July 16th, 2020 8:06:10 PM

Sid fires a couple of arrows that come no where near hitting the imposing spider.

Carver charges, and for perhaps the first time in a while, misses.

Stock, raging, manages to break free of the grapple even as the blades come whirling at his face confirming no grapple damage since that is an immediate action. He strikes at the thing but finds that his attack did not have the bite he thinks it should have.

Bartomus casts cure moderate wounds on Stohp. However, that is a touch spell so I'm going to have to move you for you to touch, and have it affect her. Putting you at L11, M12.

Zanderallen manages to put a little hurt on the thing.

Micah moves forward shouting encouragement and readying a spell.

Stohp breaks free save your hero point, nat 20 always succeeds even if you don't have enough to total the target number. She then backs away 5 feet.

---------------
You hear the twirling of tiny gears which must be the brain of this thing. It determines who meets the criteria for attack.

The clockwork golem slashes out first at Stock hitting.
slam 33 (d20+23) and inflicting 17 points damage. (2d10+8)
Then the leg articulates attempting to grab Stock
CMB 36 (d20+29)
As the leg attempts to enwrap Stock, Micah casts his spell. Miraculously the grappling arm slips off of Stock!
Stock does take 17 points smashy damage.

Then a leg whips around hitting Zanderallen.
slam 35 (d20+23) and does 18 points damage. (2d10+8)
This leg also articulate attempting to grab Zander.
CMB 34 (d20+29)
Stohp is grappled and whirling razor sharp blades zing out from the body inflicting 26 points damage (2d10+12)
Zanderallen takes 44 points damage and is grappled.

battle map

Clockwork Golem, AC 26, CMD 36, damage 66.

----
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.


Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune  d20+14=20 ; 3d8+21=38 ;
Thursday July 16th, 2020 9:41:50 PM

Carver loops out into the room after declaring a charge and winds back up in the spot he started, as he is moving he says, "Please leave me room to charge.... other wise this will take forever... if I can hit...."

(using a Hero point to add 4 after the roll)
Charge AC 24, Damage 38 (adamantite weapon)



Stock (JonM) HP: 52/114; AC: 23/21/14; DR 1/-; CMD: 29; Rage: 10 of 24 used; Immune to Trog Stench  d20+16=27 ; d20+11=29 ; d10+19=23 ; d10+19=24 ; d6=5 ; d6=6 ;
Friday July 17th, 2020 9:24:36 AM

Raging, Freedom of Movement, Bless

When Stock slips free from the golem's clutches a second time, he is once again certain it is his superdwarf strength doing the work instead of Micah's spell. Maybe that is what gives him the confidence to slam the thing twice, sparks flying.

=======
PA1 hits AC 27, 23 damage + 5 electricity
PA2 hits AC 29, 24 damage + 6 electricity
Bart said he was casting on Stock but was moved to cast on Stohp. Stohp should take the healing.
Rod - remember to roll your healing dice separately as any 1's on a d8 can be re-rolled.


Zanderallen (Zachary H) Stench Immune 61/94 AC: 29 T: 13 FF: 28 CMD: 24   d20+14=29 ; d20+9=22 ; d6=5 ; d6=5 ; d6=4 ; d6=2 ; d8+11=14 ;
Friday July 17th, 2020 9:51:07 AM

About to move over to give Micah room Zander's step is stopped short by the whirling death blades of the clockwork spider. He heals himself and soldiers on. The first blows rings loudly, crushing mechanical parts underneath it's force.
--------------------------------
Bless +1 Att
Grappled -2 Att

Swift Action Lay on Hands (7 of 8 remaining)
Zander Heals 16 hp
Full Attack on Mech Spider
1st - 27(d20+14-2) hits, 14 adamantine damage
2nd - 20(d20+9-2) misses,

IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.)  d20+10=13 ; d20+10=25 ; d20+1=5 ; d20+8=23 ;
Friday July 17th, 2020 9:53:40 AM

Sid breaths deeply, "Ok, ok. Steady" And lets his arrows fly again. One by one the arrows ping off of its metal husk. The second arrow sticks in a moment before being swiped away. Sid purses his lips as no scratch shows afterwards. Was it a fold in the metal, an invisible joint, or just a lucky shot that wasn't strong enough to penetrate. Unsure he grabs more arrows and focuses on the beast. "At least it has an appropriate number of arms."

==========================================================================

ToHit1(Rapid Shot): 13
ToHit2(Rapid Shot): 25
ToHit3: 5
Knowledge(Engineering): 23 (Studying the effects of the attacks to see if he can figure out how to stop it.Note: He'll be doing this every round after this even if it is just for RP.)

Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1  d20+9=24 ; d6+2=6 ; d6+2=3 ;
Friday July 17th, 2020 10:20:56 AM

Bartomus slipped around Stohp and up against the cavern wall. As he moved, he fished out one of the special bullets and his sling, it was, he thought to himself, probably the best option he had other than try to figure out who was hurt and rush in to heal them. Next time, I think I need to take one of the wands for healing and use it from the back, he whispered to himself making a mental note of sorts.

Move to Q12; Melee 24, +7 +2 for the bullet, if the bless spell still applies - then hit for 6; otherwise miss; thanks for the reminder on the healing spell rule - didn't remember that.

Stohp (Mitch) HP: 42/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)  
Friday July 17th, 2020 8:00:27 PM

Stohp isn't sure how she can help in this fight. It's to heavy for her to grapple and those saw blades heavily restrict her ability to do so. Even just being close to it risks her dying quickly and with little chance at stopping it. So she hangs back for now

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench  d6=2 ; d6=1 ; d6=2 ; d6=3 ; d6=5 ; d6=1 ; d6=5 ;
Saturday July 18th, 2020 9:39:34 AM


"That is not what I had in mind! shouts Micah as the thing grabs Zanderallen. Not wanting to block Carver and not able to move into flanking position with Stock with the paladin still in the way, he moves so as to be better able to reach Stock after Carver has charged.

bless 8 rounds remaining
Selectively Channel excluding spider thing Heal 17 to all allies (5 uses remaining)
Move to K4

DM Robert - "Hang in there, Stohp!"   12d6=42 ;
Saturday July 18th, 2020 4:42:30 PM

Carver charges to and fro hitting the creature.

Stock takes out much anger and aggression striking the creature twice, but each hit feels like it should have done more damage than it actually did. Never-the-less, cracks definitely appear all over the shell of the statue.

Zanderallen swiftly heals and then strikes the golem again. There is a definite tolling sound as if a cracked bell had been rung.

Sid fires off two arrows and realizes that the monstrosity shudders briefly.

Bartomus moves and lets fly with a special bullet, but misses.

Stohp wonders what to do.

Micah channels to heal his comrades I don't think Stohp and Bartomus are in range from K4.

---------------
There is a sharp crack a high pitched ting, and then the monster EXPLODES.

Death Burst (Ex) When a clockwork golem is reduced to 0 or fewer hit points, it explodes in a shower of razor-sharp gears and debris. All creatures within a 10-foot burst take 12d6 points of slashing damage—a DC 18 Reflex save results in half damage.

Looks like Zanderallan and Stock have to save or take... 42 points damage. (21 if save).

battle map

Clockwork Golem, AC 26, CMD 36, damage 131. (13 past 0)

----
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.



Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune 
Sunday July 19th, 2020 6:54:21 PM

"That was Rude, it blowing up like that....
As to it being a spider, Do you think we're in an area that was controlled by the Drow. Not those we are helping, but the old ones..."


Stohp (Mitch) HP: 42/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)  
Sunday July 19th, 2020 8:25:44 PM

Stohp is glad she hung back. Her natural instinct is to rush forward to help the injured but she isn't actually a healer so she hangs back to let the healers do the healing.

Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1 
Monday July 20th, 2020 12:46:59 AM

He watched as they smashed at the moving automan of a spider and then suddenly the room was a lit as the spider exploded sending razor sharp twisting bits in all directions. He blinked a few times and realized that Zander was near the creature, so he moved near to Zander and fished out a couple of the potions he knew could help what ever injuries that blast caused. He nodded towards Carver and nodded, "I think we have found a legacy of that older sect of the Drow."

Move to P9 and fish out two CMW

Stock (JonM) HP: 10/96; AC: 24/22/15; DR 1/-; CMD: 27; Rage: 10 of 24 used; Immune to Trog Stench  d20+8=17 ;
Monday July 20th, 2020 9:26:00 AM

Fatigued, Freedom of Movement, Bless
Stock is in his element until he sees the crack spread like wildfire across the surface of the thing. It doesn't even register though until the deafening explosion. His rage fades and he spits blood. "What in the Wold? Anybody else see that coming?"

"If the undead didn't know we are coming before, they sure may know now."

===========
Failed Save 17

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench  d6=4 ; d6=3 ; d6=3 ; d6=3 ; d6=4 ;
Monday July 20th, 2020 12:47:26 PM



Domi shield us! exclaims Micah as shrapnel flies. He involuntarily raises his own shield in defense, and is relieved to see that the spread of the deadliest pieces is not as great as he feared.

Not waiting to triage the wounds he moves toward the center of the room and channels healing energy.

============
Move to L7
Channel energy. Should get everyone since Bart moved closer. Heal 17 points. How's that for average. (4 uses remaining)


Zanderallen (Zachary H) Stench Immune 61/94 AC: 29 T: 13 FF: 28 CMD: 24   d20+11=14 ; d8=3 ; d8=2 ;
Monday July 20th, 2020 1:00:43 PM

Zander smiles as he feels things splitting beneath his hammer blow. He has just moments to enjoy that feeling before he releases what's happening as tightly fitted gears start blasting apart. He raises his shield but his reflexes are too slow to block the release of deadly shrapnel. He grunts in pain and mutters something unintelligible and probably quite rude as he pulls out a rather large and sharp gear from the new dent in the side of his plate armor. "I don't know who built that thing but whoever it is I wish to lodge a complaint. Oh thanks, Bart, I could use something to wash down gears." Zander will down one of the cure moderate wound potions.
---------------------
Reflex 14 fails, 42 damage taken (ow)
34 healed total from Micah's channels since last post
8 healed from Bart's potion

IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.)  d20+13=19 ; d20+8=9 ;
Monday July 20th, 2020 5:41:03 PM

Sid moves forward and examines the wreckage to see if he can determine if it is truly inactive or if there is more going on. "Anyone ever notice that we have to destroy the coolest toys? Like that elemental thing that was guarding the pyramid thing? That grass was so well manicured." Sid picks up some springs and sprockets that look salvageable.

====================================================================

Perception: 19
Knowledge(engineering): 9 (nat 1)

DM Robert - "Do you think we're in an area that was controlled by the Drow."  
Monday July 20th, 2020 7:58:38 PM

Carver wonders if the Drow made the spider golem.

Stohp is glad she did not move up.

Bartomus gives Zanderallen a potion and also wonders about the Drow connection.

Stock is fatigued and very injured, and shocked by the golem.

Micah centers himself and does some channeling.

Zander wants to find customer service, he then drinks Bart's potion.

Sid wanders around looking for useful bits (there are none).

_________________

With the battle done the heroe's take a moment to collect themselves. They ponder what they've just encountered.

Knowledge Engineering 20 (yes you may take 20 if you want to spend some time here thinking). Highlight to display spoiler: {A clockwork creature is a complex mechanical construct with an external power source. Many clockworks are built to resemble living creatures and mimic their abilities. Unlike the much more solid and durable golems, clockworks are filled with springs, cogs, gears, and other delicate mechanical devices.}

Knowledge Arcane 20 (yes you can also take 20 if you want to spend time thinking) Highlight to display spoiler: {Unlike standard constructs created purely via magic, clockworks do not require the creator to bind an elemental spirit or mortal soul to give it power and motion. Instead, most clockworks rely on some form of winding mechanism that must be turned on a regular basis in order to animate the construct. After being wound, often with a unique key, the construct can go about its duties until it runs out of energy. Once that happens, the construct becomes little more than an inanimate object (albeit a very complex one), that can remain in this dormant state for centuries before it is wound again and returns to "life". The mundane source of their power makes clockworks the preferred creations of those who find the harvesting of a creature's life force to be distasteful or evil.}

There are 3 tunnels leading off from this room.

map
---------------
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.




Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune 
Monday July 20th, 2020 8:55:34 PM

Carver is more familiar with the magical than the mechanical, but so are most of this group, so...
"This is an extremely interesting device.... let me look it over for a few minutes, ok?"
He takes 20 and with his limited bardic knowledge he figures out some of it's workings...

Know Engineering (take 20) 23 total.


Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)  
Monday July 20th, 2020 10:09:20 PM

"for some reason I thought it would be a strait shot. Anyone remember if the Kobolds told us which turn to take?"

Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1  d20+12=28 ;
Tuesday July 21st, 2020 10:27:20 AM

" I kinda agree with you Stohp," Bartomus said as he looked outward into the opening and the darkness in front of him. He tried getting a sense of the passage with the light coming from the Shields a bit further back. "How about we just keep heading straight?"

Perception of the Tunnel B for 28

Zanderallen (Zachary H) Stench Immune 61/94 AC: 29 T: 13 FF: 28 CMD: 24  
Tuesday July 21st, 2020 1:02:17 PM

"Hm, I don't know if the kobolds have even been down to this part. If I remember correctly this was their mine, and they accidentally opened up into this section and then bad things happened. So I guess it's anybody's guess which way to go. Any of the tunnels look more traveled?", he asks to others in the party.

Stock (JonM) HP: 53/96; AC: 25/22/16; DR 1/-; CMD: 29; Rage: 10 of 24 used; Immune to Trog Stench  d8=2 ; d8=8 ; d8=4 ; d8=1 ; d8=6 ;
Tuesday July 21st, 2020 1:27:20 PM

Stock grabs a couple of his extra healing potions and downs them while he waits for the smarter party members to figure out which direction to go. He even goes so far as to sniff down the different tunnels, once having heard that at times like this, one should "always follow your nose".

"Any guesses? I'd say North, based off nothing other than the fact that I am closest to that cave."

=======
Two Potions of CMW: 13 + 13
Rod/Bart- I think Z only took one of your potions


Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench  d8+1=9 ; d8+1=5 ; d8+1=3 ; d8+1=8 ; d8+1=2 ; d8+1=7 ; d8+1=4 ; d8+1=7 ; d8+1=4 ; d8+1=9 ; d8+1=2 ; d8+1=5 ; d8+1=5 ; d8+1=9 ; d8+1=4 ;
Tuesday July 21st, 2020 2:20:26 PM



"Hmmm," muses Micah aloud as he reviews what he understands of musical constructs. "Unlike standard constructs created purely via magic, clockworks do not require the creator to bind an elemental spirit or mortal soul to give it power and motion. Instead, most clockworks rely on some form of winding mechanism that must be turned on a regular basis in order to animate the construct. After being wound, often with a unique key, the construct can go about its duties until it runs out of energy. Once that happens, the construct becomes little more than an inanimate object (albeit a very complex one), that can remain in this dormant state for centuries before it is wound again and returns to "life". The mundane source of their power makes clockworks the preferred creations of those who find the harvesting of a creature's life force to be distasteful or evil.

Fascinated by the craftsmanship, he collects a few of the smaller gears and springs and puts them into his backpack.

He then pulls out two wands. One he hands to Bart, "Here take this for now." He then takes the other one and starts using it on Stock. "Hmmmm. I wonder if I can get a volume discount on these wands," he muses aloud as he works on the wounded dwarf.

======
Knowledge Arcana 24
Bart gets a wand of cure light wound with 20 charges remaining.

Healing roles for Stock: 13 uses for 77 points (remember the +17 before from channel.)

Anyone else roll and report the number of uses. After Stock we still have over 50 charges left.


IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.) 
Tuesday July 21st, 2020 7:30:03 PM

Sid enjoins with Micah and Carver over the wonders of the mechanical menace that they deftly defeated and the layers of intricately connected springs and gears. "I wonder if we can get a few for the Base... without the whole 'exploding' thing. Would look neat wouldn't it?"

===================================================================

Knowledge(Engineering): 28 (Taking 20)

DM Robert - "Anyone remember if the Kobolds told us which turn to take?"  
Tuesday July 21st, 2020 8:12:07 PM

Carver and Sid examine the remains of the creature and speculate accurately.

Stohp is not sure which way to go.

Bartomus looks down the central tunnel. Unfortunately without dark-vision or a light source to let him see further into the tunnel, he really can't see much.

Zanderallen is not sure which way to go either.

Stock wonders if the tunnels would pass the sniff test. You made no perception rolls so you're sinuses must be blocked.

Micah works out the arcane aspect of the golem. And gets DM praise for actually stating it in his post. Micah also hands Bartomus a wand.

___

Some of the party wonders which way to go while others look over the remains of the golem and discuss it's aspects.
Note on the following rolls you cannot take 20 because there is a possibility of danger if you fail, thus I think you can only take 10 or roll.

'North' Tunnel "A"
Perception 25 and darkvision needed, or an elf holding a light source.
Highlight to display spoiler: {This tunnel is descending. About 60 feet down (and now 10 feet lower than the current level) the leftward tunnel you can see what appears to be several bodies lying on the ground, they appear to be kobolds. You catch a whiff of something like rotten eggs.}

'Center' Tunnel "B"
Perception 25 and darkvision needed, or an elf holding a light source.
Highlight to display spoiler: { The entrance to this tunnel is smaller than the walls of the tunnel. The tunnel goes up slope at about a 30 degree angle and appears to wind to the left slowly about 60 feet in. Also the floor of the tunnel appears to be concave. }

'South' Tunnel "C"
Perception 25 and darkvision needed, or an elf holding a light source.
Highlight to display spoiler: {[The south tunnel slowly arcs to the south about 60 feet in, you can make out the edges of what looks like an iron double door.}

Trying to figure out tracks will require Survival 25.
Highlight to display spoiler: {From where you are, meaning I assume you don't actually enter any of the tunnels, you're just looking while at the threshold, there appears to have been a great many tracks in the north and south tunnels. There are too many to tell for sure, but you can see that there is no dust in either of the these two tunnels.}

---------------
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.


Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)  
Tuesday July 21st, 2020 8:22:06 PM

"Wait, if that's true then this can't be some old relic. It has to be wound regularly. This is the toy of the mage we're hunting. I mean even if it doesn't move it couldn't have stayed wound for all this time if it belonged to the drow right?"

Stock (JonM) HP: 96/96; AC: 25/22/16; DR 1/-; CMD: 29; Rage: 10 of 24 used; Immune to Trog Stench  d20+12=31 ;
Wednesday July 22nd, 2020 9:32:02 AM

Stock holds out his arm and listens to the conversation as Micah starts poking him with the wand. When he feels good enough, he begins searching the floor around the three passages.

"The tracks seem to go to the north and south. Those paths are pretty clean and recently trod." He then disappears briefly into the mouth of each tunnel.

"To the north the passage slopes down and then we have some dead kobolds. If we're following our noses, we don't go that way. It stinks.
To the South there is an iron double door. I feel like the last time we saw an iron double door I almost died.
To the East the path slopes up and winds around. The floor also isn't flat. Maybe that's another worm path to the top.

I'm not really sure why there would be dead kobolds to the north. Maybe something lives down that way. Doors sounds right to me."


=========
Survival - 31
Perception - Take 10 for 25 on all three


Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1 
Wednesday July 22nd, 2020 9:46:56 AM

"Ok, someone's death and destruction is that way," Bartomus pointed to the tunnel that headed off to his right. "Worm path this way, you're saying Stock, that might not be a bad way to go but not sure our wizard guy is that way."

"Kinda understand the hesitancy at the iron door, Stock, but I also wonder if we just wait here, someone is going to have to come and check on what happened to Violet, right? Maybe wait in the center tunnel and here and try an ambush?"

Zanderallen (Zachary H) Stench Immune 90/94 AC: 29 T: 13 FF: 28 CMD: 24   d8=6 ; d8=2 ; d8=4 ; d8=3 ; d8=3 ; d8=5 ;
Wednesday July 22nd, 2020 10:09:37 AM

Zanderallen uses the wand on himself a few times while the others investigate the tunnels. "The only problem with setting an ambush for a necromancer is he is very unlikely to come spring it himself. More likely to just raise and send an undead horde. I'd say let's bust that door down. And the clockwork spider almost has to be maintained by the necro or his minions, so let's assume they know we're here now."
--------------------
Zander uses 6 charges from the wand to heal 29

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench 
Wednesday July 22nd, 2020 12:48:35 PM


Micah checks on everyone. Convince all are healed up, he comments, "Closed doors usually mean something is on the other side. I agree with you, Zanderallen, both in direction and in not waiting."



Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune 
Wednesday July 22nd, 2020 4:51:38 PM

Carver adds to the conversation about the machine....
"I'd think that if the machine was unmoving, the winding would last quite a while. But if it responded every time something passed through, it would wind down rather quickly.
As to waiting.... i'd have rather waited up above and taken a rest, but here, no, no waiting. "


IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.)  d20+16=17 ; d20+13=29 ; d20+20=21 ;
Wednesday July 22nd, 2020 6:32:29 PM

Sid takes one of the torches and goes to the hall with the doubledoors. Hep places the ever burning torch behind him and checks out the door. He looks able about the door searching for traps and goes to make sure they are tripped and the door is opened.

=====================================================================

Stealth: 17 (Nat 1)
Perception: 29
Disable Device: 21 (Nat. 1)

DM Robert - "Anyone remember if the Kobolds told us which turn to take?"  
Wednesday July 22nd, 2020 8:08:59 PM

Stohp points out that the golem had to be wound regularly so is it from the ancient drow or not?

Stock gives the low down on the tunnels and opts for the southeast tunnel.Idle question Stock, you're a dwarf, did you ever live/work underground, I seem to recall your backstory as a carpenter working on open air things in the Float.

Bartomus is not sure which way to go and asks about setting a trap in the room they are in.

Zanderallen does some more healing and suggests the southeast tunnel might be best because the explosion may have alerted some people...things....undead...what not.

Micah makes sure everyone is healed looks like everyone has updated their headers and agrees that waiting may not be an option and the double doors seem like the better option.

Carver agrees that waiting now would be bad.

Sid heads down the corridor toward the double doors, ever burning torch in hand .....

_____________

Sid is able to spot the pit trap in front of the double doors. He examines it closely. After some time examination he attempts to disable the devise and succeeds. You needed a 20 and 1's don't auto fail on skill checks, likewise 20's are not crits on skill checks. Sid has successfully disabled the 10x10 pit trap in front of the door.

The double bronze doors are in front of you. When Sid was perceiving he was able to determine the doors were not locked. You are in a hallway that is 10 feet wide. It's about 60 feet from the brass doors to the other room where the golem was located. Um, I might need a marching order, or an order of entry through the doors. Not that I want to give you any clues, as Sergeant Schultz would say:"I see nothing, I hear nothing, and I say NOTHING!!!"

-------------
Forgot some Experience points to award...
For defeating the Clockwork Golem, everyone gets 2,745 exp.
for finding and disarming the trap everyone is awarded 120 exp.


---------------
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.


Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune 
Wednesday July 22nd, 2020 9:06:05 PM

Carver will stay near the back, because that way, he'll be able to move around the team, once he knows where they are going to be..."If we get into another fight, just try to leave me a path to maneuver."

Zanderallen (Zachary H) Stench Immune 90/94 AC: 29 T: 13 FF: 28 CMD: 24  
Thursday July 23rd, 2020 9:51:44 AM

Having retrieved his sword Zanderallen moves to the front while calling to Stock, "Looks like Sid has cleared the door Stock, I think it's our turn. You try to break left and I'll break right and Carver can come down the middle. Domi be with us." With his closing assertion the flames of his sword take on a white tint as holy energy gathers in the blade
------------------------------
Zander will take the front right position
Divine Bond(Weapon Spirit) - Holy on sword for 9 minutes (0 of 2 uses remaining)

Stock (JonM) HP: 96/96; AC: 25/22/16; DR 1/-; CMD: 29; Rage: 10 of 24 used; Immune to Trog Stench 
Thursday July 23rd, 2020 10:07:45 AM

Stock rubs at his beard as he carefully makes his way around the pit. "Well done, elf" he whispers to Sid as he passes him. He approaches the door and places the back of his hand on it to see if it is hot or cold to the touch. Then prepares himself to go left.

========
Some light reading on Stock's time underground:
Like many of his kind, Stock Simpleshard was born and grew up within The Scab. He spent most of his adolescence below ground where his family helped to run a trading waystation near the Caverns of Glimstone. In addition, he inherited from his fellow dwarves a love of artisanry and craftsmanship. For him, it was never about mining the ore or the jewels, it is what you do with it.


Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1 
Thursday July 23rd, 2020 10:24:33 AM

"So we gotta stay out of your way so you can charge things, got it," Bartomus replied to Carver's request as the Shields made their way through the door. "Well if there are going to be more of those metal spinning sharp and spiky things, not much I can do against those with a sling and a glaive. Ok, I can follow after you three, though Micah, I take it you are going to go all hard striking against things too?"

Bartomus will be after the three (Carver, Zander, Stock) and Micah if Micah is wanting to be upfront.

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench 
Thursday July 23rd, 2020 2:00:21 PM


Micah nods in agreement as the others plan to move through the door. He takes position on the same side as Stock (so left), and does move in front of Bartomus. He readies his wand to cast bless should there be foes on the other side of the door.

========
Readied action to cast bless, triggered by presence of foes on the other side of the door.

IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.)  d20+13=16 ;
Thursday July 23rd, 2020 4:45:20 PM

Sid holds the everburning torch in one hand and has Mildred in the other. "Well, Dwarf, you seem to be having all the fun this go around so I've got to do something. I'll deke left with you and then stay out of the way... hopefully." Since everyone seems ready Sid will throw open the doors, take a quick look, and move left.

===========================================================================

Perception: 16

DM Robert - "If we get into another fight, just try to leave me a path to maneuver."  
Thursday July 23rd, 2020 8:17:23 PM

Carver wants a place in the rear of the group. Unfortunately Bartomus wants a place in the more behind everyone position.

Sid throws open the doors and breaks left.

Zanderallen goes through the doors and breaks right.

Stock comes through and follows Sid left. I was wondering so I guess I'll give you that since your grew up in mines, that the rotten eggs had smelled you would associate with some form of poison gas.

Bartomus is not feeling too useful and wants to be behind Carver.

Micah goes into the room and heads left....and will cast Bless.

Stohp???
___________________________

You enter another large room. Unfortunately few of you can see to the back wall, you have more of a sense of the largeness due to the sounds the doors make as they swing back and hit the walls on either side of the doorway.

Just at the edge of vision you can see a large bony skeleton. This horrific humanoid figure is a mass of bones and skulls tied together with slick ropes of sinew. The bones clearly are not of a large size creature, rather they are tied together in such a way as to make multiple bones cover the distances to make a large size creature. But there are far too many bones that seem to just be randomly stuck in place.

From the back of the room, Stock can make out another normal sized skeleton decked out in armor and carrying a crossbow. This skeleton calls out in Woldian-Below (undercommon) Highlight to display spoiler: {"Mortals, know your choices, submit and retain some of your essence and serve as we do the master. Resist and your remains will be put to such use as the master deems appropriate."}

entry room

---------------
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.


By the way I don't know if you realized it but you have raised to level 10, by my calculations you should be at 106,000xp and some change. Some of you are keeping better track of exp than others. ONCE you rest, you can actually raise your characters. But that means also getting your character sheets fixed up.



CDM Jerry [OOC post] 
Thursday July 23rd, 2020 10:28:43 PM

Sent this out this evening:

Woldians!

Our only means of communication is via email.  That means that as a part of your membership, you are responsible for checking email daily.  The easy way of course is to check emails before making your post.  Even if you are playing via phone at times, check your email.

We've only had to fuss at a few over the years for not reading emails.  We've only had to threaten 1 with probation for not communicating.  We have seen an increase in difficulty when trying to reach members [players and DMs] over the last year or two so I'm sending this reminder.

To be a member here, this is one of your responsibilities like posting.  I'm tempted to have Sheriff Zach list names of folks who did not reply to emails within 24 hrs on posting days.  No I'm not there yet.  :)
So anyway, please check your email.  :)

CDM Jerry

Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)  
Friday July 24th, 2020 3:37:05 AM

Stohp hears the voice though she can't see it around the corner. She waits until everyone else has cleared the way before advancing.

Zanderallen (Zachary H) Stench Immune 90/94 AC: 29 T: 13 FF: 28 CMD: 24   d20+13=18 ; d8+11=16 ; d6=6 ; d6=5 ; d6=2 ; d20+8=13 ;
Friday July 24th, 2020 9:48:18 AM

Zanderallen takes just a moment to stare at the horrid mass of bones in front of him and try to figure out what it is. But regardless of that knowledge he moves forward, shield raised ready to receive the blow he figures is coming as he closes with the creature. Moving to the creatures side to leave it's front exposed to Carver he strikes a blow.
-------------------------
Holy 89 rounds remaining
Bless +1 Att 10 rounds remaining


Know(Religion): 13(d20+8) to identify the undead

Move to N14
Attack G
18(d20+13) to hit, 16 Weapon + 11 Holy + 2 Fire damage



Stock (JonM) HP: 96/96; AC: 23/20/14; DR 1/-; CMD: 29; Rage: 10 of 24 used; Immune to Trog Stench  d20+13=25 ; d10+16=21 ; d6=4 ;
Friday July 24th, 2020 10:06:43 AM

"Eyes up Shields! Two more smaller bone men standing in the back and one of them is talking at me!"

When he sees Zanderallen drop all pretense of talking, he knows its safe to break heads.

=========
Charge to S15 - Charge penalty applied to header
Charging PA vs S1 hits AC25; 21 bludgeoning damage + 4 electricity




Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune  d20+13=15 ;
Friday July 24th, 2020 10:47:44 AM

Carver charges, he swings to his left, and strikes at the bone thing ending up at 11,12/j,k.

He will miss, misjudging the construct's body parts....


Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench  d20+15=35 ; d20+15=34 ;
Friday July 24th, 2020 8:40:55 PM



Micah moves into get a better look at their foes and draws his mace as he approaches.
He watches for Zander's attack and works to distract the big bag of bones anytime the time the paladin attempts to swing at it.

=======
Aid Other giving +2 to Zanderallen.
Move to Q12, setting up a flank opportunity for Zanderallen
Know religion 35 for big thing
Know religion 34 for skeleton

Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1  d20+9=26 ; d6+2=7 ;
Friday July 24th, 2020 8:50:57 PM

Bartomus followed the others forward taking time to fish out one of his special bullets. He started twerking the sling

P9; sling at S1 for 26, w 7 damage

IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.)  d20+9=17 ; d20+9=16 ; d20+1=5 ; d6=5 ; d6=5 ;
Friday July 24th, 2020 11:11:51 PM

Sid's ears perk up as he hears Bart start twerking. Sid pulls out his sling and starts twerking as well. Three quick stones fly off to the Giant of bones. He readies three more bullets and says, "I thought twerking would be more effective against a skeleton."

==========================================================================

ToHit1(Rapid Shot): 17
Damage(Just in Case): 5
ToHit2(Rapid Shot): 16
Damage(Just in Case): 5
ToHit3(Rapid Shot): 5

Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune 
Saturday July 25th, 2020 5:43:08 PM

"Anyone got any information on that thing?" Carver shouts as he spins, getting ready to go at it again.

DM Robert - "Two more smaller bone men standing in the back and one of them is talking at me!"   d20+14=33 ; 2d6+4=16 ; d8=1 ; d20+14=15 ; d20+14=25 ; d20+14=17 ; d20+13=27 ; d8+6=13 ; d3=2 ; d20+8=27 ; d20+8=28 ; 2d8+12=20 ; d20+15=20 ;
Saturday July 25th, 2020 6:55:59 PM

Stohp advances as the the way clears.

Zanderallen advances drawing an AOO and strikes at the creature just missing even with flanking from Micah.

Stock charges forth and swings at the skeletal warrior but just barely misses.

Carver makes a ride by on the bone thing and misses.

Micah moves into the flanking position. Don't you have to make an attack roll if you intend to aid another? All I see are your knowledge rolls.
He identifies the creatures in the room.
1 - A Bone Golem: A - Magical effects that heal living creatures slow a bone golem (as the slow spell) for 1d4 rounds (no save). B - A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. C - A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute. D - It has DR 5/adamantine and bludgeoning. Immune construct traits, magic
2 - They are Skeletal Champions: Immune sleep; SR 13 DR 5/bludgeoning, channel resistance +4, and immunity to cold. It has undead traits.

Bartomus moves in and slings a stone at ? you didn't specify a target, and you didn't specify what you meant by special bullets, this is important. The stone would hit any target but damage would depend on what the bullet was made from..

Sid flings 3 bullets at the bone giant, but all miss.

____

Bone Golems AOO on Zanderallen
Slam 33 (d20+14) hit, damage 16 (2d6+4)

The Bone Golem splits its attacks:
Zanderallen gets a slam and bite.
Slam 15 (d20+14) miss
Bite 25 (d20+14) miss

Bone Golem slams at Micah
Slam 17 (d20+14) miss

Skeletal Warrior 1 drops his crossbow and whips out his longsword attacking Stock
Longsword 27 (d20+13) damage 13 (d8+6) and make a fortitude save 26 vs poison, (if you fail loose 2 strength).
Longsword 27 (d20+8 crit confirmed with a 28) damage 20 (2d6+12) also I increased the poison save above for the second hit.

Skeletal Warrior 2 drops his crossbow and advances on Zanderallen gaining some flank bonuses.
Longsword 20 (d20+15) miss.

entry room

---
Bone Golem AC 21 damage ?

Skeletal warrior 1 AC26

Skeletal warrior 2 AC26

---------------
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.


Don't forget to raise your characters and adjust your experience points to 106,000.


Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1 
Saturday July 25th, 2020 7:30:41 PM

He just wasn't sure this was going to work unless he could get more of a "oomph" in his efforts. Then he remembered, he didn't use it that often when in the Float, but it could help. He stayed where he was at moved his hands together, taking the pinches of things needed to cast the spell, crossed his arms and rubbed each hand down the other arm. He felt the power surge and smiled, that has to help, he thought to himself.

Frig, sorry GM - S1 I believe is what I could see, bullet was one of the +2 bullets bought in The Crypts as an enhanced item. Staying at current location - casting Bull's Strength on self, +4 strength enhancement - so, is that a +4 to the STR 13 for 17 for a +3; or a +4 to the melee rolls?



Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune  d20+13=33 ; d20+13=23 ; 3d8+21=36 ; 3d8+21=37 ;
Sunday July 26th, 2020 8:22:12 PM

Carver can just squeeze past Stock and the golem so he charges off towards the back wall, seems to step on the wall for a moment as his momentum chances and he threads the needle between the Golem and his team mate. He ends his turn at 10,11/T,U.
He lowers the lance as he passes and.....

Lance Attack 33 (Crit Confirmed23) 36 Damage + 37 crit damage

Gets a hit with his Adamantite Lance, a very solid hit at that....

["A bit more spacing would be great, but I can make do..."

Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)   d20+13=14 ;
Sunday July 26th, 2020 9:19:49 PM

Stohp advances to R/s 11/12 and completely fails to trip the bone golem (nat 1)

Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)  
Sunday July 26th, 2020 10:36:40 PM

Stohp takes a moment to take stock and plan her next move.

Zanderallen (Zachary H) Stench Immune 74/94 AC: 29 T: 13 FF: 28 CMD: 24   d20+15=27 ; d20+10=15 ; d8+11=14 ;
Monday July 27th, 2020 1:05:53 PM

"I'll see what I do can Carver" Zander calls out as he slides around the Bone Golem, trying to escape the flank of the skeleton behind him. Still flanking with Micah he strikes a solid blow.
--------------------------
Holy 88 rounds remaining
Bless +1 Att 9 rounds remaining

Flank +2 Att

5 ft step to O15
Full Attack on Bone Golem
27(d20+15) hits, 14 slashing damage (and it looks like as a golem it gets to ignore both my fire and holy damage)
15(d20+10) misses

(@Bart Bull's strength gives +4 to your Strength Score, raising it in your case from 13 to 17. Effectively raising your Strength Modifier by +2)

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench  d20+12=29 ; d20+7=18 ; d8=5 ; d4=3 ;
Monday July 27th, 2020 5:40:20 PM


Realizing what they are facing, Micah calls out what he knows of both types of creatures.

Micah inhales a sharp breath and holds it as he sees Carver connect with his lance. He pulls out his wand of cure light wounds and activates it before hitting it on golem's side. He grimaces in fierce determination as the healing energy transfers to the abomination.

======
I rolled the dice before I realized that curing slowed the golem.

Touch with wand to hit 28 (I mistakenly added +1 for the mace). He is slowed for 3 rounds!
Second attack does not apply.
Healing is for 6 points (5+1)


IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.)  d20+9=11 ; d20+9=23 ; d20+1=11 ; d6=4 ;
Monday July 27th, 2020 7:34:35 PM

Sid pulls out three more bullets and purses his lips. "No wind, it's big, should have the distance." The first stone sails wide, the second smacks deep in the bony chest, and the third goes wide again, on the opposite side. "Man, I really need to stretch my arm a bit more for this." In Halfling he recites, A stone, a stone, a riverstone, goes skipping in the air/a stone, a stone, so far from home, it lands I know not where.

====================================================================

ToHit1(RapidShot): 11
ToHit2(RapidShot): 23
Damage: 4
ToHit3: 11

Stock (JonM) HP: 75/96; AC: 25/22/14; DR 1/-; CMD: 29; Rage: 10 of 24 used; Immune to Trog Stench  d20+13=15 ; d20+13=32 ; d20+13=21 ; d20+8=17 ; d10+7=16 ; d6=1 ;
Monday July 27th, 2020 8:17:48 PM

Stock begins flailing as his usually impenetrable constitution flags.
fort save failed
Attack 1 crit not confirmed hits ac 32, 16 bludgeoning damage + 1 electricity



DM Robert - "A bit more spacing would be great, but I can make do..."   d20+13=32 ; 2d6+4=13 ; d20+13=27 ; d8+6=12 ; d3=1 ; d20+8=13 ; d20+13=18 ; d20+8=21 ;
Monday July 27th, 2020 8:29:41 PM

Bartomus casts a spell and powers up. okay, since the bullet was not made of adamantine the golem's DR negated 5 of the damage.

Carver charges and gets a really good hit on the golem. [/i]a lance is piercing so the golem's DR negates 5 from each hit.[/i]

Stohp comes in and attempts to trip the golem but fails, however she is now blocking Carver's line of charging.

Zanderallen does a little side step and hits the golem. Alas his sword is neither adamantine or bludgenoning so the Golem's DR absorbs some of it, and the magic immunity makes Zander's blows far weaker.

Micah calls out some advice and then uses a wand on the golem.

Sid lets loose with some more sling stones and hits with one only to see it bounce off to no effect. sorry DR5/ Adamantine AND bludgeoning.

Stock swings and hits the skeletal warrior.new round save again Fortitude 24 (the poison only lasts 1 hit, so it should not have stacked on the save) or take 1 str damageYou must make 2 consecutive saves to stop the poison before the 6 round duration ends.

____

The Bone Golem is slowed [i]nasty clericses, we hates them

Micah draws the lone slam attack.
Slam 32 (d20+13) damage 13 (2d6+4)

Skeletal Warrior 1 takes a 5 foot step and continues attacking Stock
Longsword 27 (d20+13) damage 12 (d8+6).
Longsword 13 (d20+8) miss.

Skeletal Warrior 2 takes a 5 foot step so he can continue to attack Zanderallen.
Longsword 18 (d20+13) miss.
Longsword 21 (d20+8) miss

entry room

---
Bone Golem AC 21 damage 79

Skeletal warrior 1 AC26 damage 17

Skeletal warrior 2 AC26

---------------
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.

Don't forget to raise your characters and adjust your experience points to 106,000.


Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune  d20+13=31 ; 3d8+21=33 ;
Monday July 27th, 2020 9:22:13 PM

(only 1 hit, and was crit, construct traits does not negate crits unless something else does. so Dr should only be subtracted 1 time for not bludgeoning.)

Carver can't see a straight line that doesn't bring him too close to one of the skeletons so, He declares a charge against S2, launches himself into action and after bouncing of the 2 walls at the corner, he winds up at 15,16/I,J as he strikes out at S2 on his charge.

Attack S2, Charge Hit AC 31, Damage 33

"I'll hit what I can, no path to the Golem this round..."


Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)   d20+15=18 ;
Tuesday July 28th, 2020 11:57:49 AM

Stohp hadn’t been planning on sticking around here anyway. She moves to the nearest skeleton and tries to disarm it

Moving down two spaces 18 to disarm s1

Zanderallen (Zachary H) Stench Immune 74/94 AC: 29 T: 13 FF: 28 CMD: 24   d20+13=26 ; d20+8=11 ; d8+11=19 ; d6=6 ; d6=2 ; d6=5 ;
Tuesday July 28th, 2020 12:14:56 PM

Realizing his sword is not that effective a weapon against the bone golem and that Micah has greatly reduced the constructs effectiveness Zander turns to the skeletal champion worrying in the rear. While still not bludgeoning the holy fire should damage the creature. He lands one blow to follow up Carver's charge.
----------------------------
Holy 87 rounds remaining
Bless +1 Att 8 rounds remaining


Full Attack on S2
26(d20+13) hits, 32 damage (19 slashing, 8 holy, 5 fire)
11(d20+8) misses

Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1  3d8+10=27 ;
Tuesday July 28th, 2020 4:47:59 PM

When he heard what Micah shared, he had an idea. It might actually be better than the other idea with the fireball and the trogs in the other dark room, he thought to himself.

"Ok, let's give this a shot then, if healing hurts that and those, let's give it a shot." He looked at the golem and at where the other Shields were and then began moving his fingers as he got out of his spell pouch what was needed, finished the words and gesters flicking his fingers at the Golem's far side.

Casting Mass Cure Serious Wounds at Golem P14; Also Z, M, Stp, Stock, S1 and S2 would be affected - G, S1, S2 with a will save take 1/2 of damage - I believe the will save is against a 17 (10+ 5th lv sp+2 wis mod) - Cure/Damage = 27

IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.)  d20+9=23 ; d20+9=27 ; d20+1=16 ; d6=2 ;
Tuesday July 28th, 2020 5:24:02 PM

"Ffloyd's Awl, I need a cub or something," Sid says as he sights in S1. "It's a sad day when stabbin' doesn't work."

He again twerks his sling and sees one ding off of a bony shoulder.

================================================================

ToHit1(RapidShot): 23
ToHit2(RapidShot): 27
Damage: 2
ToHit3: 16

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench  d20+7=27 ; d20+7=26 ; d8=8 ; d8=5 ; d4=2 ; d20+10=30 d20+10=15 d8+3=5 d8+3=5 d20+5=8
Tuesday July 28th, 2020 5:33:15 PM



"Well done," affirms Micah as he sees Bart's spell release.

He then takes a look at his wand in his hand and shrugs. "Why not? he mutters as he strikes out at the golem with his wand again. He jerks his head in surprise when he sees the surge of power surge into the golem.

========
27 to hit. 26 to confirm (actually +1 as I didn't include bless)
Critical touch attack with Cure Light Wounds! 15 points damage. Will Save DC 11 for half.
2 rounds of slow, so no longer than before.

bless 8 rounds remaining.
Slowed golem. 2 rounds remaining.

(DM editing, since I texted 'Micah'. There's some confusion here. healing doesn't hurt a golem. so Micah is attacking with his warhammer.
1st swing 30, I'm going to allow it to confirm since he rolled that earlier. total damage 10, so 5 gets through.
2nd swing 8, miss.)




DM Robert - "It's a sad day when stabbin' doesn't work."   d3=2 ; d20+13=21 ; d20+13=33 ; d20+13=22 ; d8+6=13 ; d20+8=17 ;
Tuesday July 28th, 2020 8:29:31 PM

Carver stabs at a skeletal warrior, he thinks his blow should have been slightly better but he felt it skid a little. DR 5 bludgeoning

Stohp tries to disarm the skeletal warrior, but fails.

Zanderallen turns on the skeletal warrior and slices it. With Carver's earlier attack the Skeletal Warrior buckles and falls to pieces.

Bartamus casts a 'mass'ive spell.
S1 will save 24, 1/2 damage.
The bone golem is not really an undead, it's a golem, healing spells just slow it. It's slowed another 4 rounds.


Sid lets loose with some more slingage, and does some minor damage to the skeletal warrior.

Micah tries to hit the golem with his warhammer, succeeding once.

Stock?
You still need to save for round 2 of poison Fortitude 24 or take 1 str damage.
Round 3 of poison occurs now, please save Fortitude 24 or take 2 str damage.
____

The Bone Golem is slowed nasty clericses, we hates them
Micah still draws the lone slam attack.
Slam 21 (d20+13) miss

Skeletal Warrior 1 says in common to StockFrom hell's heart I stab at thee.[/b]
Longsword 33 (d20+13 ,not confirmed with 22) damage 13 (d8+6).
Longsword 17 (d20+8) miss.

entry room

---
Bone Golem AC 21 damage 84

Skeletal warrior 1 AC26 CMD 24 damage 32

Skeletal warrior 2 AC26 CMD 24 damage 55 - DEAD UNDEAD

---------------
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.


Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune  d20+13=26 ; 3d8+21=28 ;
Tuesday July 28th, 2020 11:57:23 PM

Carver looks over his shoulder as a blunt weapon was asked for...., yup, there in his pack was a flail.
So, "I'm gonna drop a flail at your feet, just give it back later..., there's nothing special about it."
If Carver was using a normal shield, this would be impossible, but since it's a ring.....
He declares a charge against Skeleton 1, as he starts his tour of the room on the way to his charge, he reaches back as part of the "move" and draws the flail from his weapon racks..... He drops towards the wall, circles up around to be next to Sid, and drops the flail at his feet in square 14,t, he then reverses course and from the wall, he charges to 18,19/N,O, using almost all of his movement.... He strikes at the skeleton as he charges past.

Charge attack, AC 26, damage 28

Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)   d20+15=18 ;
Wednesday July 29th, 2020 8:14:53 AM

Stohp tries the disarm again with equally bad results (18 to disarm). This just isn't her combat.

Zanderallen (Zachary H) Stench Immune 94/94 AC: 29 T: 13 FF: 28 CMD: 24   d20+15=31 ; d20+10=24 ; d8+11=13 ; d8+11=12 ;
Wednesday July 29th, 2020 10:29:59 AM

One down, two to go. Zander thinks as he turns back to the bone golem. He's glad he knows a good blacksmith as he winces at the thought of what all these bones are doing to the edge of his sword. Hopefully enchantments helped hold an edge. But even with his reservations about his blade he lands two square blows on the golem.
---------------------------------
Holy 86 rounds remaining
Bless +1 Att 7 rounds remaining

Flank +2 Att

Heals 27 from Bart's spell
Full Attack on Bone Golem
31(d20+15) Hits, 13 slashing damage
24(d20+10) Hits, 12 slashing damage

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench  d20+12=29 ; 2d8+8=16 ;
Wednesday July 29th, 2020 3:25:42 PM


One down, two to go, thinks Micah, unknowingly echoing the paladin's thoughts.

He focuses on the getting through the golem's thick skin--Micah is not even sure what to call it--and uses the martial gifts of Domi to make the strike do more damage. He sees an opening and strikes the mace soundly on the creature's torso, inhaling in satisfaction as he sees is blow do some damage.

======
Bless: 7 rounds remaining
Attack modifiers: flank, bless, power attack
Weapon Master Domain power (1 of 9 rounds used) to grant Vital Strike feat.
Hit AC 29. Bludgeoning damage 16.


Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)   d20+15=18 ;
Wednesday July 29th, 2020 3:32:09 PM

Stohp hadn’t been planning on sticking around here anyway. She moves to the nearest skeleton and tries to disarm it

Moving down two spaces 18 to disarm s1

IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.)  d20+9=15 ; d20+9=24 ; d20+1=11 ;
Wednesday July 29th, 2020 7:40:23 PM

Sid throws stones and they fly around the battlefield. "Well, this is working great. I'm really glad I got this sling. Ellie was sooo wrong about that. I can't wait to tell her about this."

===========================================================================

ToHit1(RapidShot): 15
ToHit2(RapidShot): 24
ToHit3: 11

Stock (sub by Zach H) 67/95  d20+14=34 ; d20+14=16 ; d20+13=28 ; d20+8=10 ; d10+7=13 ; d6=4 ;
Wednesday July 29th, 2020 7:45:44 PM

Stock resists a round of poison but then staggers as it continues to rack his system. But even impaired he manages to strike the skeleton in return.

Stock takes 2 str damage

28 to hit, 13 damage plus 4 lightning

(Sorry for low info header, posting on my phone)
DM update: Stock's current header
Stock (JonM) HP: 79/96; AC: 25/22/14; DR 1/-; CMD: 29; Rage: 10 of 24 used; Immune to Trog Stench


DM Robert - "It's a sad day when stabbin' doesn't work."   d3=1 ;
Wednesday July 29th, 2020 8:16:26 PM

Carver comes a charging and takes out skeletal warrior 1.

Stohp readies to disarm the skeleton warrior but the warrior has fallen to Carver's lance.

Zanderallen double hits the bone golem and shatters its spine, bones cascade to the ground.

Micah's swing connects with falling bones scattering them about.

Sid flings stones about willy nilly, not hitting anything, friend or foe.

Stock is rocked by poison again now down 4 strength but still manages to connect with the now dead skeleton warrior smashing bones again.
Round 4 of poison occurs now, please save Fortitude 24 or take 1 str damage.

Bartomus?

____

The party now stands in the entry room to the something. Stock sways slightly bleeding and feeling his strength ebb from his limbs. Ahead is a double bronze door. You note there is a heavy layer of dust on the walls and floor, not in line with the doors. As if there was a dust free path form each door. It is very quiet, perhaps this would be a good place to rest?

I'm assuming you will look over the items of the skeletal warriors...
+1 frost bolts (12)
acid vials (4),
purple worm poison vials (6);
+1 chainmail (2)
+1 longsword (2)
mwk repeating heavy crossbow (2)
40 bolts,
1024 gp


---------------
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.


Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1  d20+9=28 ;
Wednesday July 29th, 2020 8:36:47 PM

He watched the fight and the destruction that his fellow Shield's had wrought in a bit of a bewildered daze. But, when it was over, he also noticed that Stock was fading pretty fast. He walked over to Stock and began trying to assess what was wrong. "Hey Stock I think you might have been impacted with the weapons they were using, here's a couple of the healing potions, they might help? Hey folks, I think Stock is going to need some help and some rest."

Sorry, thought i had posted. Offering two healing potions to Stock (CMW), Healing Check for 28

Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune 
Wednesday July 29th, 2020 10:26:24 PM

Carver says, "Still say resting would be a good thing...."


Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)  
Thursday July 30th, 2020 7:17:38 AM

Well the guards probably indicate we're going the right way." Stohp comments.

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench  d20+11=31 ; d6=3 ; d6=6 ; d6=4 ; d6=3 ; d6=3 ; d6=4 ; d6=6 ; d6=1 ; d6=6 ; d6=1 ; d6=6 ; d6=4 ; d6=4 ;
Thursday July 30th, 2020 11:02:09 AM


Micah looks around, a bit dazed by the sudden absence of animate foes.

Bart's words draws his attention to Stock's condition. He quickly belts his mace and looses his shield so that he can rummage to his pack as he moves next to the dwarf. Pulling his kit out of his bag, he starts to work on his wounds. "Nasty stuff," he mutters as he sees the impact of the poison on the sturdy dwarf's body.

He looks at Carver as he says, "I agree. We have used a lot of reserves now."

He will watch Stock. Once Micah is assured that his condition as stabilized, he will inform the others to watch over him as he prays. After about 15 minutes, he will then cast restoration on the barbarian, healing all strength damage.

Assuming they decide to rest here, Micah will channel energy twice before doing so until all are cured of their wounds.

=============
Heal to treat poison Check 31, beats poison DC. If Stock needs to make another save, he gets +4 to it.
Pray to fill open 5th level spell slot with 4th level restoration spell.
Micah has 3 uses of channel energy remaining after using it twice for 46 points of healing.


Zanderallen (Zachary H) Stench Immune 94/94 AC: 29 T: 13 FF: 28 CMD: 24  d20+9=24 ; d6=1 ; d6=3 ; d6=3 ; d6=1 ; d6=1 ; d6=3 ; d6=6 ; d4=2 ; d4=2 ;
Thursday July 30th, 2020 11:07:22 AM

Zanderallen hurries over to Stock as soons as Bart calls out. Seeing Bart expertly attending to the poisoned wounds Zander stows his shield freeing a hand. "Bart is giving you about the best natural care for the poison you'll get but let's see if some divine aid can get rid of it." He kneels and lays a hand on the wound, calling on Domi's power to cleanse it. Stock feel a rippling warmth burn through his veins as the poison is neutralized from his system. Taking a few deep breathes to stave off his sudden weariness Zander clasps Stock on the shoulder, "Good as new old friend. This room is not a bad place to rest. We have two solid doors to bar against intruders."
-------------------------------------------------------
Lays on Hands on Stock
CL check of 24(d20+9) equals poison DC Neutralize Poison Mercy on Stock
Stock heals 15 hp as well


(Ignore d4 rolls, those were for lesser restorations but Micah got his post in the middle of making mine)

IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.)  d20+13=22 ; d20+21=38 ; d20+21=37 ; d20+13=24 ;
Thursday July 30th, 2020 4:51:50 PM

Sid goes to through the wreckage and searches for anything that might be of use. Once finished he stands and stretches, "So we resting here? Then alright, I am getting a bit tired." He moves to the door they came through, closes it, and will try and lock it. Then he goes to the other door, with look for traps and disarm them, but not unlock the door if it is locked.

===========================================================================

Perception(Loot/Useful items): 22
Disable Device(Locking Door We Came In): 38
Perception(Traps on other Door): 24
Disable Device(Traps on other Door: 27

Stock (Sub by Zach H) HP: 96/96; AC: 25/22/14; DR 1/-; CMD: 29; Rage: 10 of 24 used; Immune to Trog Stench 
Thursday July 30th, 2020 5:04:16 PM

Fully healed Stock gives a couple experimental swings of his flail to make sure the poison is fully out of his system, "Thanks guys. I wouldn't mind a little shut eye." Stock helps make sure the door are secured and then clears an area of bone and dust large enough for everyone to camp.

DM Robert - "It's a sad day when stabbin' doesn't work."  
Thursday July 30th, 2020 7:10:45 PM

Forgot, everyone gets 1495 exp for defeating this room (all the room including below).

Bartomus offers Stock some healing potions.

Carver is ready to rest.

Stohp thinks the guards indicate you are on the right path.

Micah does some praying, restoring Stock's strength and does a little healing to check the poison.

Zanderallen purges the poisons from Stock's system.

Sid looks around gear was denoted in the last post...hope someone is keeping track of things.

Stock is ready for a rest.
------

Sid is able to secure the door through which the party entered the room. Most of the party seems ready to call it a night, but Sid keeps on searching. He does discover that the opposite doors are indeed trapped. And while the party prepares to rest, Sid disables the device, letting them know that he can re-activate it if needed. It was particularly nasty as it was spikes designed to pop out of the door.

The party rests...

I need,
1 - a watch order
2 - how are you watching on your watch, lights or no lights?
3 - On your watch are you watching with eyes or listening intently?
4 - Perception rolls from everyone based on your actions for 1-3.
5 - oh, and if something horrible comes through the door do you fight it yourself or wake up everyone?

---------------
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.



Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune 
Thursday July 30th, 2020 9:41:26 PM

Carver mentions....
"I need uninterrupted rest, so either 1st or last watch for me, ok?"

Carver will have his lance out with the flame shedding light... He will give a battle shout to alert as he charges....(if bad stuff happens)

Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)  
Friday July 31st, 2020 4:28:21 AM

Stohp checks the door - are there cracks light can be seen through? If not then she suggests they light up the chamber. That will let all the watchmen immediately see any intruders that come through the door. She'll take a middle shift and of course wake the others if intruders appear - the only likely intruder is the mage they're after.

Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1  d20+12=31 ;
Friday July 31st, 2020 8:32:28 AM

Bartomus nodded at Carver, "Got it, I need a fair rest as well, especially if we expect more of those," he said pointing at the bones and dust about. "If you take last, I can take first Carver?"

When Stohp suggested things be kept lit, Bartomus offered, "I could light the floor where Sid found that nasty spikey thing, won't last the whole night but if there is a torch I can use during my watch, I can do it when I'm about to go to sleep and it would last for good while."

If agreed, I will take the first or the last. If the first, then at the end of my watch, will cast Light on the floor where the trap is located duration 100 minutes. I think Bart would be watching with his eyes, standing with glave and his large eyes darting back and forth. Perception 31 - He might try to ascertain what the threat is and then bellow accordingly.

Zanderallen (Zachary H) 94/94 AC: 29 T: 13 FF: 28 CMD: 24  d20+5=13 ;
Friday July 31st, 2020 11:23:12 AM

If Stohp finds any cracks where light would come in Zander suggest stuffing them with their cloaks and the robes of the skeletal champions. [b]"Good thinking Stohp, I agree that we should keep the room lit. We can do 4 watches of 2 so that everyone can get a full rest. I can take 3rd watch." During his watch Zander will stay somewhat in the middle of the room near his sleeping companions while going to the doors to listen for a bit every 15 minutes or so.

Perception 13

(OOC: I will level up and do some treasure record keeping over the weekend.)



Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 65/66, +4 v Fear if within 10', Speed 65' Character Trog imune 
Friday July 31st, 2020 12:17:56 PM

"I do have that lantern with continual light. you can open or close it to dim the light as wanted...."

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench  d20+4=23 ;
Friday July 31st, 2020 2:24:39 PM


Well," summarizes Micah, "It appears we have a plan for watches."

===========
Perception 23
Micah takes all the frost bolts because he can use the repeating crossbow.
Anyone else is welcome to some of them.
Those on watch periodically check the doors for sounds.

To summarize for the DM and attempting to compile the consensus plans.
Light sources on (we have several everburning torches) to fully illuminate the chamber, but cracks under and around doors blocked with cloaks or other covering material.

Watch Order (unless there is no objection)
Five watches 2 hours each. Total time 10 hours.
Watch 1: Bart
Watch 2: Micah and Sid
Watch 3: Zanderallen and Stohp
Watch 4: Stock
Watch 5: Carver

Instructions are for those on watch to wake up the others.


Stock (JonM) HP: 75/96; AC: 25/22/14; DR 1/-; CMD: 29; Rage: 10 of 24 used; Immune to Trog Stench 
Friday July 31st, 2020 10:01:48 PM

Stock shakes his head and beats his meaty palm on his ear. "Weird place. It felt like an out of body experience for a while. Glad we won anyway. Nice to be able to rely on you guys. Fourth watch is fine for me. Keep your eyes open and weapons close."

He rubs his forearm where the poison coursed through his veins and sighs.



Stock (JonM) HP: 96/96; AC: 25/22/14; DR 1/-; CMD: 29; Rage: 10 of 24 used; Immune to Trog Stench 
Friday July 31st, 2020 10:02:22 PM

Fixed my header
Thanks again for covering for me guys


IMMUNE to Trog Stench Sid(Andrew) HP: 42/42; AC: 18/15/14; CMB: 6; CMD: 16 Speed: 30ft, Swim 30ft.)  d20+13=26 ;
Saturday August 1st, 2020 10:03:17 AM

Sid agrees with taking second watch. "I trace for four hours and should be fine." He makes sure that the ever burning torches are well placed so that they will have plenty of light. For his watch he settles in and goes through his auran softly, his bow Branwen at the ready in his hands.

======================================================================

Perception: 26

DM Robert - "Keep your eyes open and weapons close."  
Saturday August 1st, 2020 11:12:15 AM

The party makes ready. The door beyond seems pretty tight, you can't see any cracks. The watch is set and the party catches some much needed rest.

Watch 1: Bart, The trap is not in the floor but the doors themselves. There are two everburning torches that Sid liberated. These can be set out along with Carver's Lance, and any other magical weapons laid ready at hand. Bartomus stands still and watches. Toward the end of his watch he thinks he hears something, perhaps the light scrap of nails on stone. His head darts about, and thinks he see's something small and stealthy dart back from the wall near the ceiling. He then see's that there appears to be a slight ledge along the ceiling (the ceiling is 15' high. Indeed there may be a hole up there in the corner wall of the doors, maybe 6 inches wide or so, it is dark, and hard to get to being so high. Might be a rat hole. Otherwise his watch is uneventful.

Watch 2: Micah and Sid: The two are wary and keep darting glances toward the 'rat-hole' that Bartomus pointed out. But nothing is seen or heard. The night passes uneventfully.

Watch 3: Zanderallen and Stohp: Stohp doesn't seem to be paying much attention no perception roll. Zanderallen keeps having his mind wander he keeps shaking his head trying to clear the fog and stay awake. They pass their watch seeing and hearing nothing and having no reason to wake up anyone.

Watch 4: Stock no perception roll made contemplates the strength in his body and the tingle the poison made in his system. Pre-occupied his watch passes uneventfully.

Watch 5: Carver - no perception roll goes about his watch blissfully unaware. Fortunately nothing happens.

Morning, well at least you assume it's morning. Stock seems to think it is, though some of you are loosing track of time down in the dark tunnels. Before you is the de-trapped double bronze doors. And there is that rat-hole in the wall near the ceiling.

---------------
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.




IMMUNE to Trog Stench Sid(Andrew) HP: 66/66; AC: 19/16/14; CMB: 7; CMD: 22 Speed: 30ft, Swim 30ft.)  d20=9 ;
Sunday August 2nd, 2020 12:44:24 PM

Sid chews on some trail mix and stares at the "rat-hole" while everyone gets ready.He tries to see into it without getting directly underneath it and looks to see if it could be connected to the door or a trap in someway.

=============================================================================

Perception(Taking 20): 35
Knowledge(Engineering(Taking20)): 30

((Please ignore roll. Note: 'Roll' button is not 'Submit' button))

Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 81/81, +4 v Fear if within 10', Speed 65' Character Trog imune 
Sunday August 2nd, 2020 2:21:49 PM

Carver feels better, and more ready, after using one lay on hands to remove the fatigue of sleeping in his armor....
[b]"Well, I don't know about the rest of you, but I sure feel ready now...."[b]"He collects up the flail and takes one of the +1 swords, stashes them with his weapon cashe, you never know just what you'll need....

Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1 
Monday August 3rd, 2020 12:06:09 AM

He took the watch and sat, listening. Well, also looking about and trying to see if anything moved or was out of place. Then he heard it, the sound that something was moving up high and about. He didn't see it, but it sounded maybe like a rat, he was hoping it was a rat. It was up high in a corner and there looked to be a small hole up there.

When his watch came to an end, he made a point of telling Zander and Stohp about what he heard and where it seemed to have come from. Then he rolled out his bedroll and called it a day.

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench 
Monday August 3rd, 2020 11:30:26 AM


Micah finishes his rest with time in prayer and meditation. Coming out of it, he dons his armor, then assists Zanderallen with the same.

He then pulls out some rations and summons a little fresh water for breakfast. While chewing, he goes around picking up the cloth they used to black out and aids in distributing the unclaimed treasure.

"I guess our next act is to go through those doors," he says with a nod in that direction once the preparations are complete.



Stock (JonM) HP: 96/96; AC: 25/22/14; DR 1/-; CMD: 29; Rage: 0 of 24 used; Immune to Trog Stench  d20+15=31 ;
Monday August 3rd, 2020 11:31:13 AM

"Good morning all. Hope you slept well."
As the party is getting prepared, Stock finally wanders over to the rat hole to see if he can get a look at it. Assuming there is nothing interesting, Stock moves to the front, ready to press on.

=======
Perception 31
With that rest, are we fully leveled up?


Zanderallen (Zachary H) 104/104 AC: 29 T: 13 FF: 28 CMD: 24 
Monday August 3rd, 2020 2:12:06 PM

Rolling out of his bedroll, Zander removes his sleeping chainmail, returns it to the bag of holding, and suits and is suited by Micah as they return to their plate.

"I wonder if that rat hole is a ventilation shaft? I guess we can see once we get through this door. Everyone ready?" If everyone is ready Zander gives a couple last pulls to his armor straps, adjusts his gauntlet and moves up to the door, ready to open it.

Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)  
Monday August 3rd, 2020 7:37:19 PM

Stohp looks around. "What hole?" After the others point it out to her she squints at it suspiciously. "Probably nothing... but we should get going."

DM Robert - "Everyone ready?"  
Monday August 3rd, 2020 8:11:20 PM

Sid looks at the 'rat hole' and the trap on the door.

Carver collects all his weapons.

Bartomus, retro-actively posts to the last post.

Micah cleans up and is ready to go.

Stock looks at the rat hole.

Zanderallen is ready to go through the door.

Stohp thinks there's nothing to worry about.

------
To re-iterate, the 'rat-hole' is near the ceiling, which is 15 feet high. You want to look you need a boost.

Assuming Sid and Stock worked out some boosting, since they were interested and made some perceptions. 1 - No the rat hole is in no way connected to the doors. It goes into the wall and then turns away from the doors. 2 - You do note there is a bit of a ledge going from the rat hole along the wall for maybe a foot or so. And since you're looking....
Survival 15 or knowledge nature 15 Highlight to display spoiler: { there appears to be some tracks in the dust on the ledge and some in the hole. The appear more cat-like than rat-like though.}

Zanderallen throws open the doors and can make out that there is a corridor about 30 feet long, 10 feet wide and 10 feet high. It ends in a single standard size wooden door in the far end. You can see dust on the walls, and a few cobwebs along the ceiling.

---------------
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.




IMMUNE to Trog Stench Sid(Andrew) HP: 66/66; AC: 19/16/14; CMB: 7; CMD: 22 Speed: 30ft, Swim 30ft.)  d20+4=15 ; d20+15=30 ;
Monday August 3rd, 2020 9:14:56 PM

"What kind of cat would be going through that? Anyone else want to look at this? I see cat paws and not rat paws in the dust." Sid, if no one else is interested, will make notes about what he saw. If an expert in the nature stuff becomes interested he will point out what he saw and then, after gathering the trusty everburning torches, will stow one and begin looking down the hall just in front of people, or just behind Stock, whatever the case maybe.

===========================================================================

Perception: 30

Stock (JonM) HP: 111/111; AC: 25/22/16; DR 2/-; CMD: 28; Rage: 0/26 used  d20+13=18 ; d20+13=21 ;
Tuesday August 4th, 2020 9:43:32 AM

"Yeah, reminds me of Dorbin's cat...wait a sec...maybe some wizard's familiar has been peeking at us. I mean, I'm sure it's not some kind of giant black cat that is summoned from a statue and travels with a drow down here. That's just the stuff of legends."

As he enters the room, Stock moves briskly looking for more of the cat tracks...or any tracks for that matter.

=========
Survival 18 for cat tracks vs DC15
Survival 21 in the new room looking for tracks.


Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1  d20+12=19 ;
Tuesday August 4th, 2020 10:43:56 AM

Bartomus followed along with the others, relieved that it was a cat and not a giant rat, but still, why would a cat be peaking in on them, he thought to himself.

Perception in hall looking signs of making (worked stone or rough) -19



Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 81/81, +4 v Fear if within 10', Speed 65' Character Trog imune 
Tuesday August 4th, 2020 12:29:48 PM

Carver, lets the others worry over it.... what will happen, will happen....He lines up where the others want him, they know by now how he fights.... that will change, but not until they get back to the city...

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench 
Tuesday August 4th, 2020 2:03:02 PM


Micah finishes his rest with time in prayer and meditation. Coming out of it, he dons his armor, then assists Zanderallen with the same.

He then pulls out some rations and summons a little fresh water for breakfast. While chewing, he goes around picking up the cloth they used to black out and aids in distributing the unclaimed treasure.

"I guess our next act is to go through those doors," he says with a nod in that direction once the preparations are complete.



Zanderallen (Zachary H) 104/104 AC: 29 T: 13 FF: 28 CMD: 24 
Tuesday August 4th, 2020 4:46:19 PM

"That's an interesting thought Stock, we do suspect there is a wizard down here. Would you care to check the hallway before we proceed Sid." If the all clear is given Zander heads to the far set of doors. As he marches up he calls upon a spirit of Domi to empower his blade.
------------
Divine Bond: Weapon Spirit (Holy) 10 minutes (1 of 2 used)

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench 
Tuesday August 4th, 2020 4:53:39 PM


Micah remembers to cast magic vestment on his shield before they proceed.

DM Robert - "Everyone ready?"  
Tuesday August 4th, 2020 8:23:37 PM

Sid searches the hallway, and finds no traps on it or the door at the end.

Stock wonders about cat familiars. There are a lot of tracks, mostly down the center of this hallway. Looks like someone(s) have been going to a fro regularly and recently. However there are no cat tracks. I'm attaching a 'dungeon' map for you to keep track of.

Bartomus notes that the stone in this hallway is crafted.

Carver is ready.

Micah is ready.

Zanderallen is perhaps over ready. Are you sure you want to activate anything BEFORE you open the door?

Stohp?

____________

Sid ascertains that the wooden door at the end of the hallway is locked.

Disable Device 25 to pick the lock on the door.
Breaking the door down is a strength check of 23.
Battering the door down is Hardness 20 and 20 hit-points.

Listening at the door. Perception 25 Highlight to display spoiler: {You hear nothing. It's quiet on the other side.}

Dungeon map
---------------
Light Sources and Illumination just a reminder your torches, everburning lances, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.



IMMUNE to Trog Stench Sid(Andrew) HP: 66/66; AC: 19/16/14; CMB: 7; CMD: 22 Speed: 30ft, Swim 30ft.)  d20+15=26 ; d20+15=20 ; d20+22=29 ;
Tuesday August 4th, 2020 9:17:23 PM

Sid examines the door for traps and other unknowns. If it is safe he will listen to the door(2nd roll is for listening if you want a 2nd roll). Gently he pulls out his picks and as quietly as he can releases the door's lock. He then looks back and gestures that he will get out of the way and that when they are ready. He pulls out Branwen and readies the attack.

===========================================================================

Perception: 26
Perception: 20 (IF you need another roll)
Disable Device: 29

Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)  
Tuesday August 4th, 2020 10:49:42 PM

Stohp holds her position in line and keeps alert for enemies on the other side of the door. Well as best as she can without darkvision.

Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1 
Tuesday August 4th, 2020 11:24:56 PM

"So Carver, want us to open this door and you can charge into the room and we all can follow behind you?" Bartomus whispered to Carver. He got ready to follow after Carver and anyone else. "Let's do it."

Stock (JonM) HP: 111/111; AC: 25/22/16; DR 2/-; CMD: 28; Rage: 0/26 used  d20+16=31 ; d20+16=31 ;
Wednesday August 5th, 2020 9:08:57 AM

Stock moves up to the door and holds out his hand to make sure Sid stops clicking at it with his lockpicks. "Shhh. I can't hear anything with you doing that Sid....Actually I can't hear anything anyway. I think it's clear."

When the door opens Stock goes left, eyes open for either traps in the upcoming room or something worse.

==========
Perception 31 vs DC25
Perception 31 in the new room


Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench 
Wednesday August 5th, 2020 10:47:40 AM


Micah gives Sid a thumbs up as he unlocks and clears the door.

When Stock opens the door, he pulls out his wand ready to cast bless at the first sign of opposition.
He will advance with the others, but will not get in the way of Carver or Zanderallen.

Zanderallen (Zachary H) 104/104 AC: 29 T: 13 FF: 28 CMD: 24 
Wednesday August 5th, 2020 12:02:57 PM

With the call that there doesn't seem to be anything on the other side of the door, Zander refrains from calling his divine bond for the moment. But holds ready to do so at the first sign of trouble. With everything else ready he moves into the new room with Stock, going to the right of the door.

Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 81/81, +4 v Fear if within 10', Speed 65' Character Trog imune 
Wednesday August 5th, 2020 1:20:10 PM

Carver will move up, and stay pretty much in the middle, rather than stepping to either side....

DM Robert - "I think it's clear."  
Wednesday August 5th, 2020 8:17:19 PM

Sid moves forward and hearing nothing from the other side picks the door lock.

Stohp holds her position not really liking the inky darkness.

Bartomus suggest Carver just go charging ahead and the rest can follow behind.

Stock is none to subtle and when the door opens goes in going left.

Micah is ready with a wondrous wand of bless.

Zanderallen moves into the room with Stock.

Carver moves up staying to the middle.
_______________

As you swing the door open and move into the room everyone please make a fortitude roll DC 10. If you fail you sneeze from the sudden dust, the musty odor of old bones, and a strange strong pungent smell.

The room is dimly lit by everburning torches set into the walls randomly about the room (the orange boxes). Their light made even more dim by many cobwebs and layers of dust. At a quick glance you see many tables of various sizes all about the room (the brown filled areas). The tables have a variety of things upon them and apparently in shelves below them. Nearby you can make out what appears to be bones on the tables. Knowledge Nature 15 Highlight to display spoiler: {they appear to be very old lizard folk bones.}

The ceiling in this room is 15 feet high. On the far southeast wall is what appears to be a dark door. Nearby that door (west of it) you think you see something dangling from the ceiling.

Please feel free to name what you are doing, and if you are making any specific rolls...
i.e. perception, what are you looking at/for or investigating.
knowledge rolls...arcane, nature, religion, etc.
survival?
detection spells?
that's a hint, if I named it, it may be useful, then again if I didn't name something it's because sometimes you guys come up with some weird ways of finding things out.

Dungeon map
---------------
Light Sources and Illumination just a reminder your torches, everburning lances/torches, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.


Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)   d20+13=30 ;
Wednesday August 5th, 2020 10:45:00 PM

Some sort of magic lab? Stohp wonders. It's unlikely she can find out much about the contents of the tables, but she idly looks at the tables themselves wondering if they'r special or just wooden tables (30 carpentry just because I can)

Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 81/81, +4 v Fear if within 10', Speed 65' Character Trog imune  d20+7=13 ; d20+7=27 ; d20+9=18 ; d20+2=12 ;
Wednesday August 5th, 2020 11:46:08 PM

Carver auto passes the fort save.... He notices the bones, and knows they are old, but not much else. (Kn Nat 13)

With all the webs, he looks around carefully for the Drow's favorite pets and companions.... Spiders...
Kn Nature Nat 20
Perception 18
Survival 12

Detect Evil (Pali ability)

"Spiders, I hope they are just regular size that made these webs.... it's been a while since anyone was here it looks like..."

Stock (JonM) HP: 111/111; AC: 25/22/16; Per: +16; Surv: +13; SM: +9  d20+8=19 ; d20+13=30 ;
Thursday August 6th, 2020 9:39:44 AM

Stock's nose wrinkles as he enters the room. His eyes take in the room and his head slowly turns looking around the room. Seeing the bones he says, "...lizardfolk bones...and very old at that...".

He then kneels down in the dust and tries to identify any tracks he sees in the room.

=======
Nature: 19 vs DC15
Survival (tracks) 30


Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1  d20+9=28 ; d20+4=21 ; d20+12=27 ; d20+3=16 ;
Thursday August 6th, 2020 10:25:16 AM

Bartomus stipped into the room and the scents and dust swirled about him. But, he didn't sneeze and looked about and when Stock pointed to the bones on the table, he looked and shook his head in agreement. Then he looked about at a few of the other tables, and the shelves using his glave to part the spider web veils. [b]"So, long ago, you think there was fighting between the Drow and the Lizard Folk? Could the kobolds and the lizard folk we have been meeting have something in common in the long, long ago? What do you think we have come into? A library for someone? "[b]

He took a moment, stopped and slowing looked about trying to get a sense of the purpose for the room and what they were seeing amongst the collection of tables and shelves.
Fortitude - 28; Knowledge Nature 21; Perception 27; Appraise 16

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench  d20+4=16 ;
Thursday August 6th, 2020 3:41:16 PM



Micah takes note of the surroundings, noticing the reactions of some of the others, he assumes his amulet has protected him from some irritant in the air.

Lizardfolk? he echoes. There was, in fact, fighting between those two races. Zanderallen, do you remember what our lizardfolk friends told us about that?"

He casts detect magic and looks around, careful not to disturb anything.

=============
Perception 16
Cast detect magic

Zanderallen (Zachary H) 104/104 AC: 29 T: 13 FF: 28 CMD: 24  d20+16=36 ; d20+5=24 ;
Thursday August 6th, 2020 5:28:14 PM

Zander wrinkles his nose at the smell but otherwise has no reaction. He moves into the room eyeing whatever is hanging in the far corner. "I'm trying to remember Micah. Weren't the drow under the rules of dragons that ruled a kingdom in the mountains. And the Lizardfolk were their slaves?" He will scan the room with his paladin senses (detect evil)
-----------------
Fort Save 36
Detect Evil
Perception 24 (Looking at the ceiling and the things hanging from it)

IMMUNE to Trog Stench Sid(Andrew) HP: 66/66; AC: 19/16/14; CMB: 7; CMD: 22 Speed: 30ft, Swim 30ft.)  d20+4=10 ; d20+15=22 ;
Thursday August 6th, 2020 5:53:01 PM

Sid starts sneezing, and then he starts coughing. His elvish sneezes are naturally whisperish and higher pitched, but the sound does echo into the room. "Ffloyd's Broom, don't Necromancers clean? What's the point of eternal undead servitors if they don't do your chores for you?" Sid sniffs more and pulls out a cloth to blow his nose into and clear his eyes.

Once done he begins to examine the room for traps and hidden passages.

====================================================================

Fort Save: 10

Perception: 22

DM Robert - "There was, in fact, fighting between those two races."  
Thursday August 6th, 2020 8:31:01 PM

Please indicate your coordinates in the room.

Stohp didn't pay attention to the text and should have made a fortitude roll to avoid sneezing examines the woodwork. It's stout and basic, except for the far door which is made of darkwood.

Carver looks around and then starts trying to detect evil.

Stock identifies some nearby bones and then starts trying to do some tracking.

Bartomus looked around the room trying to get a sense of things, and mostly getting a mad scientist Halloween sense of it.

Micah tries to remember his history and casts detect magic. Yes your necklace protects you.

Zanderallen looks at the hanging things and casts detect evil.

Sid, after a sneezing fit, wonders why the necromancer couldn't just have some cleaning skeletons.

____
I repeat, Please indicate your coordinates in the room. However, you are not in combat so you can take 10 or take 20.

Stock can make out a path through the centerish of the room (the gray path). It looks like a lot of things passed through from the other door and out the one you came in from.

High on the wall, at location 1 (both of them) you note that strange 'rat-hole' you also notice there are no cobwebs around either hole.

A is a vat of acid, set into the floor. Above it hanging on hooks with chain pullies are bones. You surmise this could be a way of cleaning fresh kills to make them into skeletons or that bone golem.

Table C holds many gears, wheels, wire, etc. Knowledge Arcane 20. Highlight to display spoiler: {There appears to be enough material to make another complete clockwork golem.} There appears to be writing or symbols etched into some of the metal gears and plates. Micah says the writing is not magical. If you speak Underwoldian (undercommon) OR I will allow a linguistics 20Highlight to display spoiler: {They appear to be proper names, Georges, Fleckaonda, Mariaaoan, Mom, Dad.} There are complete masterwork artisan tools on the nearby tables, including: armorsmith and fine metalworking (like jewelers tools)

Table B holds a wide array of bones, some tied together with twine. Knowledge Arcane 20. Highlight to display spoiler: {There appears to be enough material to make another complete bone golem.} There are some scratches on the bones here, Underwoldian (undercommon) OR I will allow a linguistics 20Highlight to display spoiler: {They appear to be proper names, Georges, Fleckaonda, Mariaaoan, Mom, Dad.} There are a variety of tools on nearby tables that could most closely be associated with a butcher.

The other tables hold incomplete skeletons of a variety of creatures, you note: lizard folk, kobold, elf (drow), and some animal bones. All are fairly old.

Carver and Zanerallen pick up multiple little pings of evil, all told 9 scattered about the room, but they are tiny and weak in indication. They also appear to be moving slowly.

Dungeon map
---------------
Light Sources and Illumination just a reminder your torches, everburning lances/torches, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.



IMMUNE to Trog Stench Sid(Andrew) HP: 66/66; AC: 19/16/14; CMB: 7; CMD: 22 Speed: 30ft, Swim 30ft.) 
Thursday August 6th, 2020 9:26:12 PM

Sid stops at the languages, "These look like names. Mariaaoan? Fleckadona? Hmmm. Hey is anyone going to take these tools? They look like metal working stuff. Ffloyd's Awl they look nice. Oooh, gears!" Sid will take some of the gears and such and will look at the Jeweler's Tools, stopping at AG24.

==========================================================================

Knowledge(Linguistics): (Take 10) 23
Perception: (Take 10) 25(Tools and gears)

Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)  
Thursday August 6th, 2020 9:42:44 PM

(Actually I meant to skip the roll and just have her sneeze but then forgot once I was writing my post, sorry)

Stohp stopped right at the start of the room to look at the first table (T/U 24/25). As she runs a finger along it she breaks into a sneezing fit. "So bad guys lab. Lets not linger, we can come back and loot it after we find him if you guys really want to."

Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 81/81, +4 v Fear if within 10', Speed 65' Character Trog imune  d20+13=14 ;
Thursday August 6th, 2020 10:10:38 PM

Carver moves over to the table (B), standing at 27,28/u,v.
He will take 20 on the Know Arcane and figures out whats there....
A quick perusal gets him know where on the language, so he takes 10 (Carver has shadowtongue)

He keeps his lance at hand...

Stock (JonM) HP: 111/111; AC: 25/22/16; Per: +16; Surv: +13; SM: +9 
Friday August 7th, 2020 9:24:52 AM

"Please stick to this path through the middle of the room. If there's any surprises, they are on the outside."

His eyes dance across the fine tools displayed but he keeps moving and inspects whatever may or may not be hanging near the far door.

===
Move to AG29

Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1 
Friday August 7th, 2020 10:24:26 AM

"So anyone get a sense of this place being used more recently? I mean it's like we are in some weird nightmare place," Bartomus asked as he walked about the table with all of the old bones on it. He noticed some with something scratched on them, but he couldn't recognize the language. He also noticed the hole high up that was being used by something. He spent a bit of time trying to see if anything was coming down to the floor or along the wall or table below the obviously used hole. When he heard Stock saying they should stay on the path, he looked down and then froze. "Um, well, um, uh?"

Bartomus has wandered to V29 as he mentioned looking at the table with the bones; Perception 22

Zanderallen (Zachary H) 104/104 AC: 29 T: 13 FF: 28 CMD: 24 
Friday August 7th, 2020 2:07:39 PM

Zanderallen signals that he has detected something, "There's something in here everyone, 9 somethings." A little leery of how split everyone is getting he moves towards the center AA26 and continues focusing on his detect evil, trying to pinpoint what he is detecting. (3 rounds to pinpoint location.)

Micah (John) HP: 80/80 AC: 27/12/27 CMD:18 immune to stench  d20+5=21 ; d20+5=8 ;
Friday August 7th, 2020 4:00:19 PM


Micah takes a look at the first table. He sucks in a deep gasp of breath as he realizes what he is seeing. "There is sufficient material here to make another clockwork golem," he exclaims.

Looking at the other table, he cannot make it out for sure and wonders if this was some gruesome butcher table.

When Sid mentions the tools, he responds, "These are very nice, but I am not much of a jeweler and I already have a good set of smithing tools."

When Zanderallen reports on the what he senses, Micah readies his shield to bash anything that might attempt to attack him, joining Zanderallen near the center.

========
Move to Z26
Table C Know Arcana 21
Table B know arcana 8

IMMUNE to Trog Stench Sid(Andrew) HP: 66/66; AC: 19/16/14; CMB: 7; CMD: 22 Speed: 30ft, Swim 30ft.) 
Saturday August 8th, 2020 8:08:37 AM

Sid nods to Micah, "Really? Man, I need to study more. I worked out that this is probably what the golem was made of but I didn't think there were enough pieces to make another. So much studying to do." Sid puts the tools in his handy haversack and uses the bag his kit came in to put all the delicate things he can. Once those are nice and secure he puts them in the Shields Haversack. "We can divvy up or dispose as we wish later, but on the off chance we don't stop this guy we should slow him down.

DM Robert - "There was, in fact, fighting between those two races."   d8=6 ; d8=7 ; d8=3 ; d8=1 ; d8=1 ; d8=7 ; d8=1 ; d8=7 ; d8=2 ; d20=20 ; d20=14 ; d20=6 ; d20=8 ; d20=8 ; d20=6 ; d20=16 ; d20=4 ; d20=5 ;
Saturday August 8th, 2020 6:16:34 PM

Sid deciphers what appear to be names on the metal bits as he pokes around. He collects the tools.

Stohp is not thrilled by the lab. She's ready to push on.

Carver looks around but doesn't say anything.

Stock thinks everyone should stick to the middle of the room.

Bartomus looks at the large pile of bones with Carver.

Zander lets everyone know there's something evil and amiss in the room.

Micah identifies the parts to the clockwork golem and at Zanderallen's warning, readies an action.

________

Suddenly the group hears what sounds like several people drumming their fingers on a table. There is a scurrying of movement as tiny clouds of dust puff up from on top of tables and under them. You see several severed hands springs to life, its fingers propelling it forth at great speed like a deformed spider. Racing across tables and floors they attack!

Three leap of tables and attack Sid. One lands on him and starts crawling up his torso. The other 2 land at his feet (they are diminutive so they occupy the same square).

One leaps off a table and attacks Stohp, but it misses and lands on the floor.

One leaps off a table and attacks Carver, again pathetically missing your touch AC.

One scurries across the floor to attack Zanderallen but can't seem to crawl up his leg, missing.

Three scurry across the floor to attack Micah (please take your AOO on one, AC 14). One manages to climb on and quickly starts crawling up. (That is not one that you hit.)

Dungeon map
---------------
Light Sources and Illumination just a reminder your torches, everburning lances/torches, lit maces, and glowing swords, provide normal vision in a 20 foot radius and provide you dim vision in a 40 foot radius. Low light can See up to 40 foot from a torch light source and gets 20 feet of murky shadows beyond that.
ALSO, you don't need to be in the light field to see what the light field reveals. Example. You can be on the west side of someone carrying a torch and outside that light field, but still see to the extent of your vision east of the light source.

Stohp (Mitch) HP: 60/60 hp AC: 25/15/21 CMB: +11 (15 Grapple, 13 Trip, 15 Disarm) CMD: 20 (+4 vs grapple,+2 disarm)   d20+15=34 ; d20+15=21 ;
Sunday August 9th, 2020 3:07:41 PM

Stohp tries to stomp on the one that leapt at her and pin it to the ground (grapple attempt 34, if it succeeds and she doesn't have to move follow up pin (I don't think I have to roll for that but if I do 25))

Bartomus(Rod) HP:59/59 Stench Immune AC 19; CMD 20 Melee +7;Perc+12;Heal+9 d8+1  d20+7=25 ; 2d8+1=10 ;
Sunday August 9th, 2020 7:23:32 PM

Bartomus was a bit surprised when things started moving, There were dust clouds and racing things; and when his eyes focused in on the racing things, it looked it was a moving hand without any body or anything. One went at Carver, but missed and Bartomus swung at his glave trying to hit the boney thing.

Attack on the severed hand that missed Carver - not sure where it might have gone - but if an attack with his glave could occur he swings at the creepy boney thing for a 25 to hit, 10 points damage if appropriate.

Carver (JohnC) AC 21 (23)/10/22, CMB 11, CMD 24, HP 81/81, +4 v Fear if within 10', Speed 65' Character Trog imune  d20+12=17 ; d20+7=17 ; d20+7=18 ; d20+7=14 ; d8+5=12 ; d8+5=11 ; d6+4=9 ; d6+4=5 ; d6=2 ; d6=3 ;
Sunday August 9th, 2020 10:01:08 PM

Carver steps to 27,28/u,v and as he does so, he pulls the longsword he just picked up (the +1) and as a swift action triggers the ring of shield.
After the step, he attacks with the longsword and then stomps as well.

Attack 1 AC 17 Damage 12
Attack 2 AC 17 Damage 11
Hoof 1 AC 17 Damage 9 +2 frost
Hoof 2 AC 13 Damage 5 +3 frost

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