Mukluk Muletender |
Mukluk rolls his eyes at the naivete of the Sunkisser.
"Martigan, I'm telling you there ain't nothing right about that woman. When you realize that she's been living in that room all alone for ages and still untouched by the corruption of this place...there is something wrong. I tells yeah."
Mukluk stops and thinks of what he knows of Pelor and his gifts.
"We'll go back on the morrow or day after. Tell me you can find some prayers to divine her true nature, Martigan. Ask your god for some insight into the nature of her beast...because I'm telling you it ain't right."
* * *
Mukluk laughs off Petrel's invitation to have the table travel with them.
"It's a matter of doors, Petrel. It's not like this things is a fancified digging machine who could help us expand these tunnels, no! This is just a round table. Besides, if we were riding this round table, what would that make us? The knights of Sir Cumference? I bet we'd serve 'pi' at this round table! HAW HAW HA!"
Mukluk laughs for a few moments more at his own joke before moving on, leaving the table behind.
DM Panic |
Through the great hall, statue-filled room and down the stairs, the party makes it's way back to the natural caverns that form the "Glitterhame".
Several rotting grick corpses lay about the door through which you entered to remind you of what last transpired in this large natural cavern.
Greenish arrows indicate new directions of obvious exploration.
Doruk |
Doruk does his best to keep up with Mobled, but the climb proves more difficult for him in his armor.
I'm assuming a Climb of 12 is insufficient to climb the wall, so after Doruk tries taking 10, he tries again with a roll...
Climb 1d20 + 2 ⇒ (1) + 2 = 3
"Ooof. Sorry Mobled, but I'll have to wait down here. If you see anything hostile, just kick them over the cliff and I'm your man!"
Doruk tries to look efficient guarding the base of the cliff.
Doruk |
Doruk looks sheepish...
"My rope is back at camp... where it will do the most good of course." He laughs.
"If you really want company, I could take off the armor and climb it easily enough. Just give me a few minutes."
DM Panic |
Posting quickly this morning before heading into meetings. For some reason I am now wondering if you guys did loot the upper area of the grick lair already?
Amid the grisly remains of dead trog corpses, orc corpses, rats and more, Mobled finds scattered coins throughout the lair and a single serviceable suit of scale mail armor.
In total, she gathers up 100gp and 100sp.
Petrel |
While waiting around with Mukluk, Petrel continues to think about the potential of animated furniture.
"... what if you took that wooden training dummy we saw, and put stone and metal plates on it, like it was a solider for war? You could animate it and call it... WoodForged."
Mukluk Muletender |
Mukluk nods as Petrel talks, always willing to the man an ear.
"Woodforged, you say? That would be keen. We could probably make that work pretty soon." Mukluk rubs his chin in thought. "And Woodforged would have very few weaknesses too. Wood bends but does not always break. They would be fine warriors."
"There are some powerful magics that would allow that to happen. I'll see what I can do."
Animate objects. Mukluk is there in 7 levels.
Doruk |
Doruk shakes his head at the thought of an automated army. They'll always need grunts in the field to do their thinking for them.
"Shall we press on, maybe here to the right? There were a couple passages off this room that we missed I think. They should be small chambers and easy to finish."
Doruk gestures toward room 21, but he'll easily follow Mobled to the SW as well.
DM Panic |
By moving to area 21, I'm guessing you guys explore the unexplored cave to it's south.
Returning to the natural cavern where you faced the trogs and the great bear, you discover the bodies of the troglodytes and bear are now missing. Blood from the battle a few days ago still stains the floor here, the only confirmation such a fight took place.
Doruk holds his magically illuminated shield aloft while Mobled and he advance towards the unexplored southern cave.
A trickle of water seeping down from the hillside above reaches this irregular cavern, nourishing a profusion of fungus - weird puffballs, tall caps and patches of fuzzy mold in a variety of colors.
A golden-brown carpet of mold covers an old skeleton in rusted mail in the southern part of the room, and a narrow passageway leads to another small room beyond this one. A surprisingly clean and reflective mace gleams from the skeleton's bony grasp.
DM Panic |
The adventure shows DC23 Knowledge Nature can be used...
Tiabrar identifies the majority of the mold in the cavern as yellow mold.
Mukluk Muletender |
Mukluk continues to ponder Petrel's automaton army as they walk/search.
"...and, of course, animate constructs are completely obedient and can be trained to do many functions in the bedroom, including...blahblahblah blah blah blahblah...fresh cantelope could be involved....blahblahblah blah blah blahblah...in addition, they can strike with force into sensitive...blahblahblah blah blah blahblah...which is why gnomes are perfect...blahblahblah blah blah blahblah...and then she was naked! I mean, right, Petrel, right!? You'd do the same thing...blahblahblah blah blah blahblah...too much grease...blahblahblah blah blah blahblah...right up his bum! So that's why wooden would be superior to metal or stone."
Mukluk finally stops talking to explore the mold.
1d20 + 10 ⇒ (18) + 10 = 28 Know (Nature)
1d20 + 10 ⇒ (9) + 10 = 19 Know (Dungeoneering)
DM Panic |
Mukluk knows as much as Tiabrar regarding the yellow mold. Feel free to click on the link earlier (I'm sure you already did).
And yes, when someone uses Detect Magic, the mace radiates it.
A small glowing runic "D" (with an accent mark through it) can be seen on the bottom of the mace's hilt - the smith's mark of the famous dwarvish weaponcrafter, Durgeddin.
Petrel |
Petrel will take the advice of their Fire Elf and stand way back. Way, way back. He'll find as much cover as possible while still being able to see what is happening, and be ready to sprint for the river if a fog of deadly spores rolls out.
This may be as cool as that explosion at the flour mill!
Mukluk Muletender |
Mukluk watches the firing with the Alchemist Fires.
"Doruk, maybe you want to let the elf use them things for yeah. Or maybe not. I'd hate to waste my powerful dwarf magicks on that mold, but I would if I had to."
1d20 + 5 ⇒ (7) + 5 = 12 Perception
Tiabrar |
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 27/27
Fort +5, Ref +7, Will +1
Immune sleep; Resist Elven Immunities, Poison Resistance +2
Bombs left 2/7
Alchemist Fire left 5/7 (4 after this)
Bracers' ability left 3/3
Mutagen: Not used
Extracts (1st-4/day, 2nd-2/day)
1st
OPEN - 1 (one minute to mix an extract)
Comprehend Languages
Cure Light Wounds - 1 prepared
Disguise Self
Endure Elements
Expeditious Retreat
Polypurpose Panacea
Shield - 1 prepared
True Strike - 1 prepared
2nd
Vomit swarm - 1 prepared
Shield - 1 prepared
Tiabrar reaches into his pack and pulls out a couple alchemist fires. "If I may."
Tiabrar waits for people to move and then tosses an alchemist fire at the mace. If this doesn't clear a path, he'll toss another.
1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
1d6 ⇒ 6
1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19 - 2nd if needed.
1d6 ⇒ 1
DM Panic |
As the pair of alchemical fires arc into the cavern and detonate, the mold shudders and bursts - sending tens of thousands of tiny spores into the room, yet none appearing to reach as far as where you all are standing.
Once the fires subside and the chaos settles, Tiabrar has created a scorched pathway to the skeleton and the mace it holds.
Mukluk Muletender |
"Nice shooting, Tiabrar. You're pretty good when that bow isn't in your hands."
Upon learning that there is a mace...
"Oh yeah, this is nice. See this maker's mark? That's what we are here to see. Fine weapons. This place might be loaded with them."
Mukluk casts Detect Magic.
1d100 ⇒ 43 Spell Failure
1d20 + 11 ⇒ (14) + 11 = 25 Spellcraft to Identify
Mobled Muletender |
Tiabrar reaches into his pack and pulls out a couple alchemist fires. "If I may."
Tiabrar waits for people to move and then tosses an alchemist fire at the mace. If this doesn't clear a path, he'll toss another.
1d20+7+1
1d6
1d20+7+1 - 2nd if needed.
1d6
Note that you add your Int bonus to direct hit and splash damage with all splash weapons, not just your bombs.
DM Panic |
The mace is safely retrieved.
As Mobled reaches it, she is able to glance into the southern room, and notices yet another skeleton amid more of the mold. This second skeleton is completely buried up to it's neck in the eerie growths, but his skull can be seen wearing a shiny, silvery helmet
About fifteen full feet of fungal growth separates the two skeletons.
Mukluk Muletender |
Anything for the spellcraft 25 on the mace?
Mukluk, seeing more skeletons, casts Detect Magic.
1d100 ⇒ 86 Spell failure
"Lookee there. I wonder what kinds of skeletons those are."
1d20 + 1 ⇒ (1) + 1 = 2 Heal check
Mukluk will cast Mage Hand and try to retrieve the helmet...though will discontinue the attempt if the mold comes with.
1d100 ⇒ 22 Spell failure