Jaken, I think you may have gotten confused with the numbering, or where you entered up top....Moving to N6 would be 80ft of movement minimum.....(If you assumed entering at the opposite side, it would be around 30ft...) I've put you at F6 which is the same distance from my point of origin....If you did mean 80ft of movement...How?(I'll admit I was a bit lax with timings...)[ooc]
A few seconds of scrambling sees the three of the group at the top of the ladder, and into the rafters. While Nuveril and Losk ready themselves below.
The Pugwampis arguning amongst themselves don't immediately notice the newcomers [ooc](i.e. You get a surprise round), As Paravenah readys her bow, Jaken cracks off a bolt from his readied crossbow (I think...), and Nano attempts his final ranged spell casting, unfortunatly, as he does so, his footing shifts, and the energetic blast hits the roof, altering the little beasties to his presence.
People up stairs, please array yourselves on the map provided... :)
For those up the ladder:
A thin balcony overlooks the chapel floor some twenty feet below. Two rows of tall-backed wooden choir chairs dominate the southern reach of the balcony, which hugs the chapel’s concave walls. The balcony falls away—collapsed for a span of perhaps fifteen feet—just on the other side of the choir area. To the east, rickety time-worn wooden rafters stretch across the whole chapel. Two huge sections of these rafters have been engulfed in a sort of nest comprised of a patchwork of random bits of cloth.
The pugwampi you have been chasing are huddled in the corner of area A3f, surrounding what appears to be a slightly larger pugwampi, with a big hammer. He is speaking in a fierce, if high pitched voice. Although you cannot discern his words, his intent is obvious; he is reprimanding his subordinates.
Map of the upper levels. The labels are not quite so good as the other maps, but you'll find they work where they need to, and peter out where it's less important.... :)
The thick lines you can see, which normally represent internal walls, are actually rafters, providing a more solid (you hope) footing than the older wood may provide. Walking on the rafters would be a balance check as described in the skills section of the rpg...
Oh, that last post should have been sent as Losk by the way...
Jaken Doone. wrote:
Sorry, I meant do I see a way into the rafters above. If so I will move as far as I can to get there
Ah, sorry, I see now. Towards the top of the map, where it says "A2a" there is a ladder that leads up to the top.
Looking around Jaken spots a ladder on the north wall, that appears to lead up to the rafters, made of wood and iron, it looks relatively sturdy, even after years of abandonment.
Nuveril wrote:
"You are a mighty race, despite your small size," she shouts, "but your battles end this day! Come down and die like warriors, with blades in hand, lest you plummet from your hiding places and splatter like rotten fruit and the flies feast on your entrails!"
Ok, DC 13, and you hit 23. We are assuming they are all in 30ft for ease of use reasons, so that would be three shaken Pugwamis for the next 3 rounds. Nice.
The gremlins pause a moment in their attack, throwing furtive glances at each other, before moving back through the fabrics to hide themselves above the rafters. You can see faint movements above, as if they are scampering about.
Parvenah aims her bow at one of the little fiends, but catches the butt on her trouser as she lets fly, the arrow going far wide.
Jaken Doone. wrote:
Do I see anything Mr. Hall?
You see Pugwampis, little grmelins like the ones you fought earlier, these are sticking they head's through the fabric that makes up the ceiling they have small bows and arrows and are firing pretty much randomly into the fray below..
I'll update the map tomorrow and repost it... They have no cover though, and are within about 30 ft
"Oh no.." Nano mutters and run for cover next to Parvenah. Bringing forth his magical powers he points at a pugwampi and say an arcane word, unleashing a ray of acid toward the ugly creature.
ranged touch1d20+5
1d20+5
damage1d6
Move to c5 and shoot an acidic ray.
Pitty these are too stupid to take the opportunity they have up here :)
A pugwampi falls from the rafters with acid still dripping from it's body, landing with a sickening thud as it hits the floor.
Jaken Doone. wrote:
Dang initiative ruining my stealth :(
That, and an enemy who fires pretty much at random rather than with any target in mind....
Nuveril turns to Nano with a savage grin. "Swallow your fear and be a man, halfling! Or if you can't, hide yourself and watch so that you can bear witness to my fury!"
Wherever she sees movement in the rafters, put her right under it -- or as near as she can get before all heck breaks loose anyway.
Ok, you asked for it. For future refernce *never* let me pick where you start :)
Nuveril is in I9.
All of a sudden, the small movements above resolve themselves as a small form moves through a whole in the fabric. Scrambling onto the skull "chandelier" the pugwampis gives a shriek, and points a finger at the group.
The move it seems was not very well thought out though, as the rope holding the skulls is quite frayed. As small arrows begin to rain from above, the skull (and it's now gleefully screeching rider) falls the 10ft to the floor...
Nuveril gets a DC10 reflex save to avoid the 1d4 ⇒ 4 hit points of falling damage.
Nuveril is up, then I will resolve the damage from the remaining Pugwampis. Oh, and you are under the influence of their unluck aura in here, so any physical d20 roll, is rolled twice and take the lowest result as before.
A short set of wide ceremonial steps leads down to a cavernous chapel in which the congregants would gather for sermons in happier times. The vibrant orange and red starburst of Sarenrae still stands behind a film of rusted rainwater and dirt along the north wall overlooking the collapsed altar. Between the stairs and the altar stand dozens of old marble benches, many overturned and even more broken into two or more pieces. A wide walkway bisects the pews, leading directly to the raised altar. Here and there a few clumps of the original red carpet along this thoroughfare hang on against rot and neglect.
Above the center of the chapel, dangling about ten feet from the floor, hangs a cluster of gnoll skulls in various stages of decay. Strung together like a ghoulish candelabra of twine and bone, the boulder-sized ornament hangs from the wooden rafters about twenty feet above the ground.
Actually, Nano succeeded even without pulling the weeds away, just (DC14) and so ended up in a heap on the floor with an open door in front of him...
You exit out of the garden back into the main body of the Church. You come out into the room that you first entered an hour or so ago, with the long columned room leading off to your left. On the wall nearby a small carving engraved into the stone reads "A ghost of unholy mien was purged from this place by Theodephus Estrovan, servant of Aroden, 4691 ar."
”Keep your weapons ready, guys. We don't want to get half eaten by a mosquito again, do we?” He says with a wink.
He stands beside the door and open it with an outstretched arm, so his body is not in the door opening.
Sorry, missed that....
Looming walls with no apparent doors enclose this small roofless garden. Monks must once have come here to relax and contemplate the ways of nature, but any order they might have brought to the place all those years ago is almost impossible to notice now, as a wild cacophony of multicolored scrub plants and desert weeds have almost completely overgrown the space.
The door you have come through is covered in vines on the "inside" and would obviously have been hidden when closed.
Perception DC10:
There appears to be another secret door in the opposite wall. This one also covered with vines. The vines will make opening this door from this side quite difficult.(Str check required)
One annoying thing about the new dice roller is that you have to post to be able to see your result. That way you are unable to change your actions depending on the dice result.
Ok. So stirges defeated, we are still in A10, and have a map like This.
Everyone gains 150Xp for getting rid of the stirges, the damn foul things.
For anyone who feels up to it:
Perception DC5:
Strewn about the floor are 43 gp worth of loose coins, a chime of opening, and a fine silver bowl worth 75 gp
Perception DC18:
There is apparently a secret door in the Northwest wall...
Oh, and don't forget that channel energy to get some hit points back.
Nevynxxx wrote:
So, Losk is down 4 con, and 8HP, which with the 1 HP down he was to start with puts him on 1HP....
Urk.... His next action will be a healing surge me thinks!
That also means that P and Nuveril are down 3 Con, and 6HP I think.....
Reading through the glossery and the section on Stat damage, I think I worked this out exactly wrong. I think Losk will be 2HP down (4 Con => -2 penalty -2*1HD = -2HP) and the rest of you will be down 1HP (-3con => -1 stat mod => -1*1HD = -1HP)
If you haven't beaten it in a grapple since it last buzzed back to you, yes....
Nano Bristlestick wrote:
Nano mumbles some quick arcane phrases and sparks starts shooting from his fingertips. He lurches forward and grasp the big insect sending electric energy through it's body.
I'm voting No...and with that, the insect gives out one final buzz, as it's wings flutter violently, and then it drops to the floor, one leg still attached to Nuveril
No time to work out the other stirges actions....will do later on and post again.
Crying out in disgust as the oversized insect takes hold of her, Nuveril throws down her weapons and tries to grab hold of the grasping creature with her hands.
IC is down, and I rolled a natural 20 for CMB with no proof!!!
Don't worry about it.
Nuveril gets a hold on the Stirge attacking her, and throws it to the ground.
While it struggles on the ground, Nano fires off an acid ray causing a burn down it's side.
The stirge immediately flies up and attempts to attack her again, getting another hold.
Nano Bristlestick wrote:
Ready action to shoot acidic ray at the first stirge to detach itself. I rolled for it earlier
A few moments after you enter the room, a buzzing sounds from above, and 3 tiny flying instects dart from the roof space, and latch onto Losk, Nuveril and Parvenah (Succeeding if they beat your Touch AC, with 14,17,13 respectively, If the successfully attach, they drain 1 point of Con at the end of the round.)
Parvenah is got, and loses 1 point of con at the end of the suprise round...
Ok, looks like we need someone to make decisions for P for a wee while....
This austere octagonal chamber has a tall roof and an aerie of leering gargoyles perched atop each point where a wall meets another wall. An unholy stench of rotting meat, dried blood, and animal excrement hangs heavy in the air, no doubt from the fine crust of gore, animal carcasses, matted leaves, and guano covering the floor.
DC 36 Perception Check:
You see 3 large insect-like creatures hovering near the cieling, as you walk into the room, after a moment, one of them dives out of the air at you.
Opps, kinda naturel 20'd that stealth check, I'm using the d20srd stats for the stirge until I see the pathfinder version, if anyone knows what it will be, or if that +14 should be modified in any way, let me know!1d20+14=34
Ok, the stirge is in the bestiary preview 2....It appears it's stealth is now + 16. Mwahahahaha!
Actually that would be the Eastern corner, following on from Monty's re-orientation of the monastery when we first sighted it....Either way, the room closest to the bottom of the map is A12...
Nuveril:
The brightly painted walls of this small chapel, probably meant for personal prayer and reflection, stand out as unusually garish for the otherwise reserved architecture notable elsewhere in the monastery. On the walls, numerous rectangular wooden plates traced in gold filigree depict a strapping warrior battling creatures of fire, riding a chariot on the wind, and engaging in other acts of noble heroism. It is the same figure depicted elsewhere in the monastery, but the sheer number of images here suggest that this shrine was especially important to the
clerics who honored him as a saint of Sarenrae. Perhaps a quarter of the gold plates have been pried away or hacked apart by long-absent vandals.
Opposite the door, dominating a section of the north wall, stands a man-sized statue of the warrior, its face marred by what look like numerous blows from an axe. The statue holds both hands in front of him, bent at the elbow, palms up, as if expecting an offering. Several deep rents from similar axe blows make it clear that someone tried to hack the arms from the statue decades ago, but was unable to do so.
Yay! Welcome back, Nano! Our DM found himself on a holiday where he expected to have internet access and didn't, but I believe he's supposed to be back this weekend....
perfect timing then
Perfect indeed :) Welcome back. You have been greatly missed!
I am assuming now, that everyone is happy to move on. Losk will be lost in perusal of the book, but will follow when everyone moves off, in which direction are we traveling, there are a few options, as the map linked above shows....
Ok, a bit of DM Fait to skip ahead, there really isn't a lot of interest
in the next few rooms, feel free to pull back and do any actions you feel on the way through...
Descriptions for the next set of rooms as followed on the map follow, I'll spoiler them to keep the post more readable...
A14:
A sagging wooden balcony overlooks this large room, which
must once have been the monastery’s library. An overpowering odor of musty, rotting paper and old leather fills the air here, and hundreds of books—most too damaged even to open without destroying them—litter the floors. Empty bookshelves line the walls of both levels.
DC16: Perception:
Although most of the books here crumble
at a touch, one book (Search DC 16 to locate) is very well
preserved. This unusual book is called Courts of Stone and
Flame, and is a treatise on genies of the elemental planes.[ooc]This book would take around a day of study to properly absorb[ooc]
A4:
A sweeping bas-relief sculpture along the north wall depicts five bearded, larger-than-life humans riding the wind with triumph carved upon their faces. Though some of their arms and hands are missing, each is clearly meant to wield a distinctive weapon. One of the five warriors holds a large axe, while another holds a fragment of what must once have been a regal staff. In the distance, an ominous mountain looms over the quintet. East of the wall decoration, two open archesl ead into small rooms off the north wall. The south wall is little more than a series of open arches that look out into an open-air courtyard.
DC15 Knowledge (Reigion):
You identify the images to be the five figures of legendary genies known as the Templars of the Five Winds. The stone carving bears a name for each genie, engraved near their feet. They are, from left to right, Kardswann, Pazhvann, Vardishal, Zayifid, and Davashuum. The latter wields the broken staff, while Kardswann wields the strange axe.
A5:
The eastern cloister walk abuts what must be the outer wall of the monastery itself. The lengthy wall bears a marred sculpture depicting the five figures from the north cloister mural in battle against numerous creatures of evil demeanor. Several of the creatures appear to be composed at least partly of fire, while others are much more difficult to define, being outright monsters of unknown origin or unusual warriors with weapons bonded into their flesh like organic tools. In the background Pale Mountain looms large, and over it two titanic figures lock in a deadly wrestler’s embrace. One has the demoniac visage of a noble efreeti, while the other is a gorgeous woman who could only be a djinni princess. Opposite the sculpted wall, a series of open arches leads out into an open-air courtyard.
DC17: Knowledge History:
This sculpture depicts the great wars of genie vs. genie that cast the Pale Mountain region into chaos hundreds of years ago.
A6:
An open arch along the southern wall at the eastern end of the corridor leads off into darkness, while a series of archways lines the north wall, looking in on the monastery’s massively overgrown courtyard. The southern wall bears a bas-relief sculpture in the form of a triptych. In the first scene, a heroiclooking bearded figure takes leave of four similarly attired companions, who rise off into the heavens, leaving him to stand vigil over the large mountain in the background. The next scene depicts the bearded figure in battle with a flaming half man, half snake creature wielding a spear. The fire spirit transfixes the bearded hero with the spear, seemingly striking a killing blow. In the final scene, the hero appears twice—once on the ground with a wound in his back and once standing over this form, looking down upon it sadly.
A7:
The outer wall of the west cloister passage bears a massive carving. The central figure—the heroic man with the pointed beard—preaches to a variety of human clerics from throughout the long history of the monastery. The first image depicts the figure manifesting in a spiritual manner to a small group of pilgrims of Sarenrae. Another shows the figure conversing with a man in religious finery while the monastery itself is being constructed in the background. Thereafter follows a procession of similar poses, each depicting a visit by the bearded man and the leader of each era of the temple. The depictions of these clerics often also bear an identifying inscription, complete with dates that span the last several hundred years. The most recent carving is from thirty years ago, and while ample room remains for additional carvings on the west wall, the last thirty feet or so are completely blank.
Two open arches on opposite ends of the west wall lead out into the ruined nave.
A8:
Huge branches and overgrown weeds clog the central openair courtyard of the monastery’s cloister walk. In better times, the monastic priests would have contemplated the open space while circling the cloister, but today it is barely possible to see a few feet into the tangled mess, let alone all the way to the opposite cloister walk. Here and there the brush thins out enough that a dedicated explorer might be able to create a sort of passage, but mostly it is an impassable mess.
Or rather there is a lot of interest, but nothing we really need to ping back and forth about....explore as you see fit....I'll roll Losks checks this evening....
It takes a few minutes, but eventually Losk and Nuveril have the staircase relatively well blocked. It will certainly make noise if anything comes back up.
Parvenah rubs at some of the mold to see if it comes off, but then gives a little shrug and moves back to the hallway. She will take point and proceed to the next room down the corridor.
I'm not sure if you mean to go out into the corridor, and into the next room down (hence leaving behind the unexplored chamber through the arch, or to go into the unexplored chamber through the arch...Please pick a spoiler below and continnue... :)
Through the Arch:
This is the lowest chamber of what was once a 40ft heigh tower. All of the wooden floors have now collapsed and the old ladder that used to access these lies atop the pile of rotting wood. To one side, a 10ft wide stairway leads down into darkness.
Out and In Again:
Five austere beds line the north wall of this humble office and living quarters. A dented metal chest rests at the foot of each bed, and a simple mosaic pattern of red and orange glass chips brings some color to the wall. A layer of grime and filth coats many of the surfaces in this small room, and the redolent stench of dirty fur hangs heavy in the air.
Well, I failed my first save in round 1 so the second should have come in round 2, when I was raging, giving me a little bonus to my Fort save. Let's see...
Do you play that everyone rolls their own d6 instead of the cleric rolling one for everyone? If so... Postive energy (1d6=5)
That's a good question, the line in the PRD is not at all clear...
TheRules wrote:
Channeling energy causes a burst that affects all
creatures of one type (either undead or living) in a 30-foot
radius centered on the cleric. The amount of damage dealt
or healed is equal to 1d6 points of damage plus 1d6 points
of damage for every two cleric levels beyond 1st (2d6 at 3rd,
3d6 at 5th, and so on). Creatures that take damage from
channeled energy receive a Will save to halve the damage.
The DC of this save is equal to 10 + 1/2 the cleric’s level
+ the cleric’s Charisma modifier. Creatures healed by
channeled energy cannot exceed their maximum hit point
total—all excess healing is lost.
I like randomness though, so yeah, everyone rolls their own...
Nuveril wrote:
Fatigued for 2 rounds. Do I have to roll another save against the poison?
TheRules wrote:
Medium spider venom Type:injury DC:14 Frequency:1/rd. for 4 rds. Damage:1d2 Str Cure: 1 save
Which means (as I read it) you need to make the save every round for 4 rounds, or until you make a single save. It also means I rolled the wrong thing for the Str damage, but since it was <=2, and hasn't affected you yet, I think we can ignore that....
Well, if it has a reach of 5 and you came up directly behind Nuveril, I don't think it would get an AoO on you. As I have been picturing combat, however, I thought Losk was coming from the door we came in and the spider was between Nuveril and him as she had been approaching the door in the opposite wall. If that's the case, then he'd have to Tumble through the spider's threatened squares to avoid the AoO.
I'd say don't worry about Nuveril right now. If the rest of the party can just kill the spider and prevent it from carrying her off to eat her, she's revivable. I will point out for the DM that her AC is a 14 right now, while she's raging.
Losk should be adjacent to it, since he just hit it with his axe... :)
That said, the channel energy I was referring to is a standard action that doesn't cause an AOO, according to the PRD.
That said, Nano just took the spider out...[/ooc]
As Nano's magical blast washes over the spider, it collapses to the ground, yellow ichor seeping out of it's wounds.
Not sure how much XP that was, I'll post it up later on...
Sorry, I was out of town all day yesterday. I do try to check on updates at least once every 24hrs.
Nothing personal, I'm just trying to keep the pace up. To that end, I'm also continuing Monty's "Everyone post ASAP, and I'll sort it into init order" trick, so it looked like it had been more like 5 days than one... Not to worry!
Could someone continue to post for Nano until his Player makes a re-appearence...?
Parvenah truns as Losk storms past, and pulling her bow quickly draws and fires at the huge spider. Her aim is less than true though and the arrow goes wide.
The spider meanwhile snaps again at Nuveril, this time it's bite taking effect (5 points of damage and a DC 12 Fort save to avoid taking 2 points fo Str damage).
As Nuveril readies her javlin, the spider drops from the cieling to land right in front of her, it's mandibles snapping away, but failing to quite snap her small frame.
I'm assuming that a hunting spider dropping from the ceiling counts as a charge....
My bonus for Knowledge: Dungeoneering and Nature are the same, ao we'll take a go
Parvenah wrinkles her nose as she steps into the room as well. She glances over the mouldering bedding with distain.
Knowledge: Nature -- 1d20+5= 9+5=14
Looking at the mold, Paravenah notoices that it doesn't appear naturel, it certainly looks like normal mould, but the patterns it's making seem a little less than random...
Oh, and could I have a spot check from everyone please?
Ok, between the description, and the map I have been getting really confused. I think there is a door missing off the map, and that part of the description for this room talks about a part of it that is through siad door, and hence you can't actually see! Anyway, a map is linked below. This is definitive! Up is north, you just came through the door in the north wall...
Knowledge (nature) (1d20+5=11)to see if we should be concerned about the mold. Probably takes a Knowledge (dungeoneering) but nature's all I got.
Kn:Nature is fine, Nuveril doesn't notice anything unusaual about the mold. (Anyone else who fancies a look can aid another, or rather, I'll take the highest score and count the rest as Aid Another attempts :) )
Nano looks at the others obviously hanging back, and shrugs. She charges small shoulder first at the door, and crashes through in a cloud of dust. Hitting the floor, she bounces back up, a wide grin on her face.
The room Nano stands in is apparently an old dormitory, ten bunk beds in various stages of disrepair fill the chamber. The roof is mostly intact, and an open arch in the eastern wall leads back into the corridor you left a few minutes ago. To the south, another open arch leads to what is apparently a closet.sturdy wooden door leads to another room
The dust cloud that nano kicked off slowly clears, and has apparently come from some form of mould that was covering the door...
The first room in the order mentioned is the North-West, which the baboon wandered into. This appears to have been a mess hall, long ago. Three long wooden tables and the dozens of chairs that once lined the walls are in shambles; mostly rotted away with the passage of years. Light shines through several large holes in the roof, illuminating a closed door to the south.
The dead baboon's body is lying in front of this door.