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Faenor - I see what you are trying to do. Why not? But it is an area attack and not at all precise. I think you can do it, but will take damage. You can automatically make the save, though - so it would be halved. I will let you roll that. It will destroy the net completely.
Jerry leaps into the room, but the nearby clockwork creature gets a good swipe at him. (That acrobatics roll is not going to cut it.)
1d20 + 6 ⇒ (20) + 6 = 26
The bruise from the slam of the clockwork servant does not stop Jerry from smashing at the other one. He strikes it solidly, and the creation collapses into a pile of gears and struts.
Smitty, Caladrel, and Faenor are up.
Angalia retreats up the corridor, as does Anuqa, but not without unleashing magic missiles at the wights.
1: 2d4 + 2 ⇒ (1, 3) + 2 = 6
The first wight crumples to the ground when struck, but the second launches another attack at Leandro.
Leandro can make an AoO. Assuming it does not fell the wight, it attacks:
1d20 + 6 ⇒ (13) + 6 = 19
Will save 1: 1d20 + 6 ⇒ (15) + 6 = 21
Attack of Opportunity: 1d20 + 5 ⇒ (7) + 5 = 12
The wights cry out at Res's holy invocation. One swings at him as he retreats but fails to strike him.
Andrzej's blade slashes one solidly in the face, the vistani's blade drips with rotting ichor.
Anuqa's magic missile sears one of the wights, while Angalia pulls back into the corridor.
The first wight flails its putrid fist at Andrzej.
1d20 + 5 ⇒ (14) + 5 = 19
The second lunges again at Leandro.
1d20 + 5 ⇒ (14) + 5 = 19
Smitty's shot rings out and strikes the clockwork creation, knocking off some pieces of unknown function, but the creature manages to dodge the writhing ball of flame conjured by Caladrel.
reflex save: 1d20 + 4 ⇒ (14) + 4 = 18
Faenor sends a gout of flame at the nearby clockwork.
4d4 ⇒ (3, 1, 2, 2) = 8
The third clockwork strikes back at Faenor. 1d20 + 4 ⇒ (17) + 4 = 21
The other clockwork begins picking up some of the pieces Smitty shot off and quickly reattaching them. Heal: 1d10 ⇒ 3
The effects of being caught in a net: the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).
Anuqa initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Acorn - I will check with taig to see if he is still around to run Anuqa. For now, hold off and I can run him until I know for sure. Thank you again for your help!
The dotted line marks a raised dais upon which the altar stands.
Moving into the room, you can see that there are two doors - one in each of the far corners. There are no other doors apart from the one through which you entered.
Using passive Perception for everybody else. No one is anywhere near this Stealth roll.
You make your way into the chapel, your light sources splashing across profane symbols and ominous stains. Your companions cast long shadows into the surrounding darkness.
Without warning, two foul corpses jump from the shadows, one on each side of the room. They pounce upon Leandro and Res, their hollow eye sockets glowing red with malign intelligence.
1d20 + 7 ⇒ (13) + 7 = 20 vs Leandro
1d20 + 7 ⇒ (1) + 7 = 8 vs Res
Knowledge Religion DC 14:
These are wights. The dark energy of the chapel is making them stronger, as per a desecrate spell.
Roll initiative please. Map is coming soon.
As the door was unlocked, Tybalt is more than equal to the task of opening it.
The door opens with a heavy creek, from age rather than disuse. Beyond it, some antique candelabras dimly illuminate an ancient subterranean chapel dominated by a stained and scarred stone altar near the far wall. Shattered wooden benches crumble to dust on the stone floor. The sides and corners are veiled in shadow, making it difficult to discern any exits.
Compared to the rest of this crypt, this chapel seems eerily cold.
Faenor's shot is wide, but Smitty takes aim as well.
1d20 + 9 ⇒ (10) + 9 = 19
The second clockwork creation fires a net at Faenor.
1d20 + 4 ⇒ (17) + 4 = 21 vs touch.
The entangled creation swings again at Faenor.
1d20 + 4 ⇒ (1) + 4 = 5
Tybalt actually made that check before, but it was before the hiatus. Here it is again:
"...multiple sets of footprints coming through this chamber. All are human-sized, and some were shod in shoes while others walked barefoot. Within the last few days, a set of shoe prints came in this way and left the way the came. The prints stand out because they appear to have been made by a pair of fine shoes worn by a lady."
The footprints in this corridor are consistent with that same pattern.
I see no way for Caladrel to get out without provoking an attack of opportunity.
Reflex: 1d20 + 4 ⇒ (1) + 4 = 5
Caladrel's tanglefoot bag ensnares the clockwork creature and immobilizes it. Still, it swings at Caladrel as he makes for the door.
1d20 + 4 ⇒ (12) + 4 = 16
The distant clockwork creation launches another net, this time at Faenor.
1d20 + 4 ⇒ (1) + 4 = 5
The other clockwork swings at him, stuck as it is in the tanglefoot bag goo.
Attack on Faenor: 1d20 + 4 ⇒ (11) + 4 = 15 I don't know if that hits. If it does: 1d4 + 6 ⇒ (2) + 6 = 8
The heavy door heaves open with a tired groan. Your lights illuminate a small chamber of hewn stone. An ancient wooden shelf runs the length of the far wall, and is littered with macabre tools, rusted and cobwebbed with years of disuse: picks, saws, calipers - objects of particular and obscure use. A high, sturdy table occupies the center of the room, caked in layers of dust from a bygone age.
The room has no other doors and is unoccupied.
Knowledge (religion) DC 13 or Heal DC16:
these are the tools of burial preparation. They could be used in embalming or mummifying a corpse.
Trina's bullet lodges itself in the clockwork mechanism, which struggles to maneuver due to the effects of the tanglefoot bag.
The door does not budge as Jerry throws himself against it.
The door would pull open into the corridor.
Tybalt examines the heavy door, still sturdy although of considerable age. The thick wood has been reinforced by an iron frame. Tybalt finds no traps, but does observe that it is locked. With his fine tools, he fishes into the keyhole and carefully engages the tumblers. A faint click indicates the door has been unlocked successfully.
Smitty's shot goes wide of its mark, striking a sturdy shelf with a noisy report that echos through the small office. Caladrel succeeds in partially ensnaring one of the clockwork creatures with the tanglefoot bag.
Reflex vs tanglefoot bag: 1d20 + 4 ⇒ (13) + 4 = 17
I'm going to declare that Faenor's lightning bolt was aimed at the same one Caladrel threw the tanglefoot bag at, since who wouldn't want to inflict a Reflex save on something that is already entangled?
Reflex vs lightning bolt: 1d20 + 2 ⇒ (14) + 2 = 16
Faenor's lightning bolt strikes one of the constructs, sending sparks of electricity through its inner workings.
The first construct approaches Caladrel, slowed as it is by the tanglefoot bag. It swings one of its heavy metal arms at him.
1d20 + 4 ⇒ (3) + 4 = 7
The second one launches a net from within its trunk in Sylvia's direction.
1d20 + 4 ⇒ (15) + 4 = 19 vs touch
The third approaches and swings one of its arms at Sylvia.
1d20 + 6 ⇒ (15) + 6 = 21
Summary: #1 misses Caladrel, #2 entangles Sylvia in a net, #3 hits Sylvia for 7 damage.
The dark corridor bends to the left and continues some 20 feet before it meets a T-shape intersection. To the right, the corridor quickly ends at a heavy wooden door. To the left, it continues into darkness, beyond the range of your light sources. The silence remains unbroken, and there is no relief from the fetid, stagnant air.
Tybalt, with your Perception roll, you can read he below spoiler, as can anyone else who makes the roll.
Perception or Survival DC 16:
The footprints continue through the dust on the floor. They continue down the darkened corridor. The footprints do not approach the door off to your right.
These clockwork creatures appear to have been designed as laboratory assistants, not soldiers. They have been hastily reinforced and fitted with nets that they can throw at opponents. The work seems to be relatively recent.
You are aware of general construct traits that would apply here. They may be vulnerable to electrical attacks.
Clockworks initiative: 1d20 + 6 ⇒ (8) + 6 = 14
You make your way slowly through the oppressive darkness of the crypt. The added light of Andrzej's spell and Tybalt's lantern extends the range of illumination, but the shadows remain just beyond. As your light falls upon the deceased resting in the burial niches, you observe that they are in varied conditions: some niches contain undamaged sarcophagi while others contain mere shards of casket under desiccated skeletons. In the utter silence of the long chamber, your footfalls reverberate and echo in an unsettling manner.
The chamber extends over one hundred feet in length before you encounter the far wall with a stone archway leading into a corridor beyond. The corridor bends away to the left, leading into darkness.
The dark corridor winds around a corner and widens into a long, narrow chamber lined on either side by ancient burial niches. From the light of Res's spell, you can make out crumbling wooden coffins on shelves lining the walls on both sides. Your companions cast long shadows in the light shed by the greatsword, your shadows stretching out before you and falling upon the dusty resting places. The chamber is eerily silent, and the far end is only shadow - well beyond the glow of your light source.
To clarify, there are two doors on the same side of the outer hallway, granting access to neighboring office suites. Hinzackle's was on the left and had weird voices beyond it, but the door is blockaded. You entered the one on the right which was unlocked and unoccupied. That room had a door on the far wall into the clockwork room, so you are still continuing parallel to Hinzackle's suite (this second door was locked but readily picked by Sylvia). Sylvia knows that if you extend yet one door further, you will be in a larger laboratory room that is shared between the suites, so that you could access Hinzackle's office and storeroom from the back.
The surface of the well water appears to shimmer and ripple of its own accord. Peering within, it quickly descends into inky darkness. A rope attached to a pully descends into the depths.
Anuqa readily detects a moderate aura of Abjuration about the well.
Knowledge (Dungeoneering or Engineering) or Intelligence DC 15:
Entering the depths of this crypt, one of you idly remarked that it was remarkable that the crypt was not flooded, given the chapel stood in a swamp. It is possible this well is actually something of an enchanted sump, channeling water out of the rooms so that they are habitable.
Sylvia opens the door to a dimly lit workshop. This back room was evidently annexed by Professor Hinzackle for storage of clockwork parts and partially-finished mechanical creations. Gears, rods, and pistons clutter every available surface. An idle welding torch and other tools of metalwork occupy a bench along one wall. An odd glass globe on a table contains sparking and dancing patterns of electricity, the only source of light in the otherwise dark room.
Another door stands along the far wall, continuing further into the office suite. If these offices are like others in the building that Sylvia is familiar with, the next room would be shared between the two offices, and would link back to Hinzackle's assigned chambers.
You stand in the doorway peering inside. Perception checks, please.
Venturing a look around he corner in the southeastern corridor, Tybalt sees that the rough stone hallway extends about 25 feet and then bends to the right once again. The corridor is dark and there is no sign of anything stirring.
Tybalt sees some very faint muddy footprints in the corridor, headed in both directions, but they are at least a day old.
I hope nobody was really looking forward to slugging it out with that bog mummy. That just didn't seem like a good way to get this moving again.
We may have the badger with us again! Fortunately, Anuqa is still with the party.
To recap: The party is in the festering swamps of Souraigne. You are seeking the ancient relic Harag's Skull, said to be in the possession of the necromancer Monerre. Harag's Skull appears to be of interest to the vampires of the Crimson Court, particularly one by the name of Tetslin, as they relate to a ritual of the Grey Gates.
Seeking out Monerre, you became lost in the swamp when your guide Leclerc the Fishmonger went mad with a parasitic infection which ultimately devoured his brain. The mystical witch-doctor Chickenbone helped you find your way, but also warned you that something was preying upon the swamp natives.
You arrived in the necropolis and sneaked past some zombies with a hide from undead spell, and made your way into a chapel cellar where you are seeking Monerre's lair.
I hope you don't mind - trying to restart this game after 6 months in the middle of combat is going to be needlessly complicated. We are going to assume you destroyed the mummy, because that's what heroes do.
Struck by Leandro's holy wrath, the mummy lets out an unearthly wail as it crumbles into a heap of mud and moldy wrappings. A foul wind suddenly blows through the chamber, carrying upon it the sickly scent of decay.
As quickly as it began, the wind dies and the air grows still. Once again, you can hear the steady drip of foul water from the stone ceiling into the fetid pools on the floor.
A reminder of what the room looks like. On the western wall, the stairs back up to the chapel rise and bend northward. A foul well occupies the northeast corner, while a corridor extends from the southeast corner.
So I didn't realize that this game drifted away on a cliffhanger - Sylvia opening a door. What an opportune way to restart.
Rumor has it the badger may be rejoining us! Smitty can feel free to catch up with the party in a huff, having been told where his companions went by a department secretary. By the way, you foiled a train robbery.
To recap: The party is at the University, seeking Professor Laveness of the Antiquities Department. She is an ancient elf, learned in obscure symbology. You are hoping she can decipher the meaning of a scrap of fabric and some strange diagrams in the possession of the odd aliens you encountered in the cave, by a rift to another dimension.
Unfortunately, Professor Laveness has gone missing, and your new companion Faenor is seeking her as well. Professor Serevil in the Astronomy Department remarked that she had become obsessed with some odd celestial patterns. In Laveness's office, you found bizarre, rather insane correspondence with Professor Hinzackle of the Alchemy Department. According to some correspondence, Hinzackle and Laveness appear to be under the influence of "the speaker", but no other information is available on who they may be referring to.
You have sought out Professor Hinzackle's laboratory in the basement of the Alchemy building, and heard some strange voices from behind the locked door of his office. However, you found the door to the adjoining office unlocked, and have decided to enter that way.
Sylvia pulls open the door to the adjoining office. Abandoned for the last few years, the tiny office has become a place to store crates, empty glassware, and unwanted furniture. Dusty chairs stand stacked in one corner, while a heavily scratched desk sags under the weight of several heavy crates.
The far wall of the small chamber bears another wooden door.
Perception or Survival DC 13:
Given the undisturbed dust upon the floor, it appears no one has been in this room in some time, nor has anyone used the far door.