| DM Aron Marczylo |
Perception check: 1d20+6
Arianna charges the Derro, whipping her scarf around it's legs attempting to trip it.
Trip attempt: 1d20+7
The derro falls from the trip attempt and remains prone on the ground.
SR check: 1d20 + 3 ⇒ (5) + 3 = 8
caster level check fails and the daze spell fails to take hold.
Krenn misses with the hammer as he swung at the prone derro.
Not sure how mamy firebolts Curnach has left.
Curnach throws a firebolt at the prone derro.
1d20 - 4 ⇒ (19) - 4 = 15 vs. touch
1d20 + 3 ⇒ (3) + 3 = 6vs. SR
Curnach's bolt hits but also doesn't appear to deal any damage. The Derro will act this round though.
Order:
Arianna Rothschild
Krenn Whetstone
Jerinthian Kos
Derro (Still prone so add +4 to mellee attack and -4 to ranged.)
Curnach Daveck
| DM Aron Marczylo |
I'm going to guess the derro will survive Arianna's attack, so...
Krenn drops the hammer, pulls out the axe and swings.
To hit 1d20+7
Damage 1d10+5
Ouch
The mighty blow hit's the Derro, but he still seems very much alive, though that blow took away a lot of his life.
| DM Aron Marczylo |
Cast Daze on him again:
Caster Level Check 1d20+3
DC 17 Willpower Save
1d20 + 6 ⇒ (5) + 6 = 11
The Derro is Affected and fails to resist the spell.
Curnach will delay and delay the next round waiting for someone to deliver the final blow as it is obvious the Derro is spitting up blood at this point.
Round 3
Order:
Arianna Rothschild
Krenn Whetstone
Jerinthian Kos
Derro (Still prone so add +4 to mellee attack and -4 to ranged and is dazed)
Curnach Daveck
| Jerin |
Jerin will spend his turn looking around the "lab" and probably do a quick sweep with detect magic. He feels sorry for the little derro, but doesn't get in the way of what must be done to end the little creatures life. He is after all, probably better off this way in Jerin's opinion...
| DM Aron Marczylo |
Even though you see no magical items as you look you do notice that all these chemicals are possibly used for Rolth's experiments. They all appear to be necromatic in nature. You also notice that the damage the derro was cleaning up was caused by something. You don't know what but it tore up the place in a rage.
| DM Aron Marczylo |
Krenn will stand over the flailing derro and attempt to put him out of his misery.
To hit 1d20+7
Damage 1d10+5
With a mighty swing, Krenn takes the head off the Derro. The area falls silent, though there was not much noise before.
You have two obvious areas, one is the door south which is covers with boards or a hallway down to the right.
| Jerin |
Krenn Weststone wrote:Krenn will stand over the flailing derro and attempt to put him out of his misery.
To hit 1d20+7
Damage 1d10+5
With a mighty swing, Krenn takes the head off the Derro. The area falls silent, though there was not much noise before.
You have two obvious areas, one is the door south which is covers with boards or a hallway down to the right.
I did a quick sweep of the area for magic and nothing much to show. It looks like something, maybe an experiment gone bad, occurred here. I say we continue to sweep the rooms to find Rolth, I doubt if Rolth would be behind some boarded up door though. We can come back and check it out later if we wish. Let's keep moving down the hallway.
| DM Aron Marczylo |
As you move deeper down this hallway you notice that it comes to a fork. You have two directions. One heading south with a foul stench coming up from the area of damp and rotting flesh.
North are some stairs which lead up into another winding corridor but you can't see what's beyond due to the strange shapes of these tunnels.
| Jerin |
As you move deeper down this hallway you notice that it comes to a fork. You have two directions. One heading south with a foul stench coming up from the area of damp and rotting flesh.
North are some stairs which lead up into another winding corridor but you can't see what's beyond due to the strange shapes of these tunnels.
Jerin wrinkles his nose from the stench, but suggests that Krenn pick a direction...
| DM Aron Marczylo |
Back now, ty for botting me.
Hold a moment... I spotted another secret door back in that room with the Derro...
In D7 I believe DM? I think we should investigate it before we try potentially trapped corridors.
Yeah, North in D7 where you guys killed the Derro
| DM Aron Marczylo |
As you go through the concealed tunnel you find yourselves in what appears to be a makeshift library. There are two wide, freestanding bookshelves filled with books and various scrolls too.
| Jerin |
Quick sweep with detect magic...then spellcraft check of 23 with Curnachs help, that identifies any magic up to 8th level caster. If nothing immediate pops up...Well this will be interesting to go through. I suggest we come back to it after we have found the rest of the boys body. It has to be around here somewhere...continue through the door here?
| DM Aron Marczylo |
There doesn't appear to be anything, until you find a fat book on human anatomy with two scrolls sandwhiched between the pages. With your spellcraft you discover one is a scroll of identify whilst the other is a scroll of command undead.
The door to the east has a faint smell of chemicals and decay.
| DM Aron Marczylo |
As you enter this room you are all overcome with a nausiating smell of decay and chemicals as you enter and see inside the large room glinting saws, pliers, long stitching needles and other surgical equipment which all appear to be organised quite well along the walls. There is also a sturdy wooden table in the centre of the room which supports a large humanoid shape that appears to have been stitched together from a patchwork of dozens of different bodies. If this thing stood it would be nearly seven foot tall.
The head on it seems quite small compared to the rest of the body and also that of a young male with a distinctive scar on the side of the face. From the description of the young Shoanti boy you are after you believe this to be his head which has been stitched to this unfinished and unanimated body.
| DM Aron Marczylo |
Krenn, there appears to be a passageway to the west, can you see what is down that way?
Jerin casts detect magic on the big corpse, wary that it might suddenly raise from the table...
Kreen, you see a open room down the end of the corridor. There is a large fourposter bed and the room itself seems quite large too, but you can't see much just looking down the hall.
The body doesn't appear to show up under detect magic and remains motionless. It appears incomplete and if it was animated it would've most likely have gotten up when you entered the room, but the body appears to be strapped down anyway.
| DM Aron Marczylo |
Krenn puts his axe to work separating the head. I'm not leaving here without some justice for this man.
Head comes off quite easily. It was stitched on, but your axe makes cutting it off easily. There's still the hallway to the left to investigate which Krenn only saw a bit of a bedroom and did not actually enter the room or investigate it and south down a hallway you have also not yet investigated.
| DM Aron Marczylo |
Jerin wrote:Bedroom and then the door? If we get lucky, maybe Rolth is napping...Sounds good.
1d20 + 2 ⇒ (20) + 2 = 22
As you enter you find the bedroom empty with a simple writing desk, four-poster bed and a full length mirror leant against the wall. You also notice another open, but short hallway where you see upon a table a torso with one arm, but yours eyes are drawn to a crazed looking derro, dressed in a robe and weilding a wand in his hand. He smirks smugly and looks as if he has been waiting for you.
He laughs with the same mad look in his eyes as you've seen the other derro though he appears to have some kind of command of spells as a magic disc is floating infront of him.
The spell he has cast is shield. It appears ot be extended, but it also means he is immune to magic missiles.
Round 1
Group Initiative:
Curnach Daveck: 1d20 + 8 ⇒ (9) + 8 = 17
Jerinthian Kos: 1d20 + 4 ⇒ (20) + 4 = 24
Arianna Rothschild: 1d20 + 1 ⇒ (13) + 1 = 14
Krenn Whetstone: 1d20 + 2 ⇒ (16) + 2 = 18
Veeg: 1d20 + 4 ⇒ (12) + 4 = 16
Order:
Jerinthian Kos
Krenn Whetstone
Curnach Daveck
Vreed
Arianna Rothschild
| DM Aron Marczylo |
1d20+6 Spellcraft.
Round One Action-
Curnach begins to summon, using a 5 foot step if necessary in order to stay behind the others.
Summon Natures Ally 2, DC17 Spellcraft check if Vreed wants to recognise it.
Mispelt it, his name is Vreeg.
| Jerin |
spellcraft 1d20 + 11 ⇒ (2) + 11 = 13
Jerin's not sure what it is, although he has a similar floating disc in front of him :) with the same DC.
If he can target the Derro from where he is he casts as per below without moving, if not he moves to D33 so he can see the Derro and then he casts Hideous Laughter on it hopeful that it penatrates the creatures magic defenses.
Caster Level Check 1d20 + 3 ⇒ (17) + 3 = 20
If it does DC 19 Willpower Save
And my spell is a DC17 spellcraft...
| DM Aron Marczylo |
Will wait for Krenn as he does go before Jerin so he wouldn't know what happens with Jerin's spells unless he delayed until after Jerin, but I doupt that with a Derro close by weilding a wand.
| DM Aron Marczylo |
Sorry, ignore that about the order, I got that wrong.
will save 1d20 + 11 ⇒ (18) + 11 = 29
The spell hits, though it doesn't appear to take effect as the Derro resists it and continues to smirk looking over you all.
Spellcraft 1d20 + 10 ⇒ (16) + 10 = 26
I'll just say you were able to rom where you are since you can easily see him and peer around the corner to aim the spell at him
| DM Aron Marczylo |
Round 1
The blade slams into the floating shield getting nowhere near Vreeg. He uses his wand, muttering before thrusting his wand at Krenn. However the spell appears to have no effect on Krenn and he takes flight, reaching the ceiling provoking an AoO from Krenn as he ascends.
1d20 + 9 ⇒ (7) + 9 = 16
[spoiler=Spellcraft DC 18]
It's obviouse to you, but he has cast the fly spell to levitate himself up in the air in hopes of getting out of Mellee combat.
[/dice]
| DM Aron Marczylo |
How high above the ground does he end up?
High enough to be out of combat so right up to the ceiling so he's feeling cocky.
| DM Aron Marczylo |
In feet please ;).
15ft as that will put him out of mellee combat.