Arien Keyne
|
Rushing in with blade gleaming, the half-elf moves to box in the mechanical fiend with a wicked slash. Her blade deflects from the metal with a crash.
Elven Curve Blade: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d10 + 1 ⇒ (7) + 1 = 8
Move me, please.
| Huc. |
As the metal critter reels from Arien's attack, Huc winds up as smashes it again. Fynn also continues his attack, latching onto the thing's metallic leg and trying to bring it down.
Greataxe: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
damage: 1d12 + 4 ⇒ (11) + 4 = 15
bite: 1d20 + 5 + 2 - 1 ⇒ (20) + 5 + 2 - 1 = 26 <— crit?
damage: 1d4 + 4 + 3 ⇒ (2) + 4 + 3 = 9
— confirm: 1d20 + 5 + 2 - 1 ⇒ (2) + 5 + 2 - 1 = 8
— add'l damage: 1d4 + 4 + 3 ⇒ (3) + 4 + 3 = 10
| DM Carbide |
With one more chop of his axe, Huc dispatches the clockwork construct!
Out of combat!
It was guarding a heavy iron door, still sound after many years. The door, of course, is locked, but the key from the iron maiden can open it.
The revealed room is good-sized, and contains an area set off by a cage of thick iron bars that extend from floor to ceiling. Within the enclosure sit seven black iron chests. To the north, the stone wall has collapsed, revealing a rough-hewn tunnel.
With a little bit of thought, Arien realizes that the blocks making up the wall were pushed into the room from the tunnel, and that the tunnel is newly-dug.
This is all you can see from the doorway. Let me know if you're doing anything before you enter (or before you opened the vault door).
| Huc. |
Still bleeding from defender’s attack, Huc vents his building frustration of this whole bleeding place on the strange defender.
CDG’ing it, cuz he hates it and this place.
damage: 3d12 + 12 ⇒ (9, 5, 3) + 12 = 29
He staggers back, leaning against the wall to catch his breath as Fynn sniffs curiously at the unmoving thing's body.
"Gods, I hate this place." the woodsman mutters as he pulls out one of the scrolls they purchased, whispering it to life to help close his bleeding gash.
Using 1 of our 4 purchased Scrolls of CLW
CLW: 1d8 + 1 ⇒ (8) + 1 = 9; back to full.
Before moving forward, Huc gives this first room and its guardian a full, patient investigation. Then, standing at the heavy doorway looking into the new room, he looks for traps, threats, or clues.
Taking 20 to search the room we just fought in (including the construct guardian), for a 26 total.
Then, looking into the next room…
Perception, Huc: 1d20 + 6 ⇒ (2) + 6 = 8
Perception, Fynn: 1d20 + 5 ⇒ (13) + 5 = 18
| DM Carbide |
There's nothing in the first room besides the remains of the clockwork servant and the floating key. (The floating key, incidentally, doesn't look like it fits a door--Arien thinks it would fit in a slot on the back of the clockwork construct, though.)
Pausing at the vault door, Fynn whimpers.
| Huc. |
"That's not a bad idea," replies Huc, eyeing the floating key suspiciously. Standing back, he tries to knock the key out of place with his greataxe. (Or, if the key has a chain or string, he'll see if he can get his axe-handle through it to bring it closer to him.)
If neither of those work, and it seems that he has to grab it physically, the woodsman does so ... reluctantly.
Let me know if something bad happens. Otherwise, he slips it into his pack and heads towards the door, where Fynn whimpers.
"Looks like he does," Huc kneels next to Fynn, resting a hand on the mutt's scruff. "What is it, boy?"
Does Fynn seem to be whimpering/looking at a particular object or spot?
| DM Carbide |
In the past: Anyone want to try detect magic first?
There's some resistance, but Huc is able to knock the key onto the floor. After a moment, it floats back to where it was.
In the present:
Handle Animal check: 1d20 + 7 ⇒ (11) + 7 = 18
To Huc's trained eye, Fynn seems to be pointing at the tunnel opening. As a result, no one is surprised when a humanoid figure comes shambling out at the party.
Round 1:
Initiative order
Arien
Oranna
Huc & Foe
Master Temperance
I wish I could roll to hit the way I've been rolling for initiatives. Two 20s and two 17s.
Huc Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Master Temperance Initiative: 1d20 ⇒ 8
Oranna Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Foe Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
| DM Carbide |
There's a magical aura in the area of the key, but the key itself doesn't appear to be magical. There are two spells present, one moderate and one faint. Oranna is unable to identify the school of either of them, though.
Oranna Knowledge (Arcana) check: 1d20 + 4 ⇒ (4) + 4 = 8
Oranna Knowledge (Arcana) check: 1d20 + 4 ⇒ (1) + 4 = 5
Sorry about that--since this wasn't an initiative roll, the dice went cold on me.
Arien Keyne
|
Arien is about to reach for the key when the group is again set upon. Frustration at this place and the challenges within spurs her to rashness. Striding forward, she calls out her challenge and lulls the menace forward. ”Alright, ugly - let’s do this!”
Move
Elven Curve Blade: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d10 + 1 ⇒ (1) + 1 = 2
This is infuriating…
| DM Carbide |
Round 1 (ongoing):
Initiative order
Arien-moved & held
Oranna
Huc & Foe
Master Temperance
Arien moves into position and awaits the creature's onslaught.
Oranna is up, and Huc & Fynn can declare their action; I'll resolve it when the enemy acts.
| Huc. |
Huc is a second behind Arien, sliding to a stop and readying his own blade as he whistles out a few sharp blasts for Fynn. The mutt is right behind, sliding to a stop next to Arien to defend her.
Swift to Command Fynn to Defend Arien
Handle Animal: 1d20 + 7 ⇒ (6) + 7 = 13
.
Move forward and ready an attack when it steps into melee
Readied Greataxe: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d12 + 4 ⇒ (10) + 4 = 14
.
Fynn (in Defending mode) will also move next to Arien, then ready an attack to bite should it close to melee.
bite: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12
damage: 1d4 + 4 + 3 ⇒ (4) + 4 + 3 = 11
| Oranna |
"Bi kharankhui, aimshigtai khüchin tögöldör bus urialj ustgakh bolno," she chants as her eyes go black and an eerie chill of the void assaults the ghoul.
Interstellar Void Damage; Fort DC:13? to Halve: 1d6 ⇒ 5
Knw.Rel.: 1d20 ⇒ 16
| DM Carbide |
That has a 30' range, but Oranna can move up to where she'll be able to affect it before it reaches anyone.
The creature charges towards Fynn. Oranna's void-drawn power damages the ghoul, but doesn't put it out of the fight. It collides with the hound in a flurry of fangs; it scores a significant hit on the dog, but when the dust settles Fynn has torn its throat out, and it lies unmoving on the stone floor. Take 5 points, Fynn, and make a DC 13 Fort save vs. disease. Don't bother with the paralysis save, as you're out of combat and it doesn't matter.
Charging bite on Fynn: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Bite damage: 1d6 + 1 ⇒ (4) + 1 = 5
In addition to the obvious death wound, it looks like the ghoul has been stabbed shallowly a couple of times.
| Oranna |
"It is a ghoul. Sadly I don't know the cure to its terrible disease. We'll have to get him checked by the alchemist in town," she gives another look at the ghoul, "Someone stabbed it up before us."
| DM Carbide |
A bit of searching reveals nothing out of the ordinary in the room outside the heavy iron bars but a pair of slots in the floor, one just east of the cage and one just west. Arien peers in the slots and can dimly spy some sort of lock mechanism, but it's far beyond her current skill to figure out.
Arien Keyne
|
In the past: Anyone want to try detect magic first?
There's some resistance, but Huc is able to knock the key onto the floor. After a moment, it floats back to where it was.
“Well, let’s just take it, then.” Arien declares. With her blade still free, she reaches up with her off hand to snag the floating key.
| DM Carbide |
There's some resistance, but Arien is able to take the key away. Until she gets into the other room, though, there are intermittent tugs at it, as though something was trying to take it back.
| Huc. |
Fort save, Fynn: 1d20 + 5 ⇒ (15) + 5 = 20
”Attaboy!” Huc yells as Fynn tears the thing to pieces. After giving the creature his own chop (a CDG to make sure it stays down), the woodsman kneels down once more next to Fynn, checking on the mutt’s injury.
He hastily pulls his out his waterskin, prying the dog’s jaw open and rinsing its mouth out. ”Oh, calm down, Fynn. I don’t know what that thing is, but I can’t imagine it tasted good. And I don’t want you getting some kinda crazy disease from it.” Once Fynn’s mouth is rinsed, he rinses the wound, then tends to it.
Scroll of CLW, on Fynn: 1d8 + 1 ⇒ (3) + 1 = 4
"It is a ghoul. Sadly I don't know the cure to its terrible disease. We'll have to get him checked by the alchemist in town," she gives another look at the ghoul, "Someone stabbed it up before us."
Happy with his handiwork, Huc frowns down at the destroyed thing. ”Ya know, I think you’re right, Oranna. Good catch.” He stoops to look at the stab-marks, ”So something weak? Or something small? Maybe that thing we killed in that other room back there? Or maybe kobolds have been here, too?”
He stands up, looking at the room again, most specifically the destroyed wall, then the bars with the boxes behind them. ”If the owner of this place fancied himself a rich guy, I’ll bet the stuff in there is either important or expensive … or both.”
He tests the bars a few times, seeing if he can loosen one.
Strength check on the bars to see if Huc can brute strength his way through…
Strength: 1d20 + 3 ⇒ (1) + 3 = 4
| DM Carbide |
The bars are stubbornly immobile.
Arien Keyne
|
Kn(Arcana): 1d20 + 7 ⇒ (6) + 7 = 13
Taking the stubborn key back to the construct, she tests it out in the keyhole on its back.
| DM Carbide |
It fits. The mechanism it would mate to inside the construct is largely destroyed. Arien suspects that this key would have been used to wind its mainspring, though.
| DM Carbide |
Most of them are fixed firmly in place. One section looks as though it could be lifted, but there's apparently some sort of locking mechanism in place that prevents it from moving.
Arien Keyne
|
If Knowledge(Engineering): 1d20 + 7 ⇒ (9) + 7 = 16 doesn’t help, I suppose we should just move on.
| DM Carbide |
Arien, as you study the setup and remember other treasure vault designs, what comes to mind is that this innermost setup would be designed to avoid a single-point failure. The outer walls, the secret doors, the sludge trench, the trapped entry, the clockwork guard--all of these are barriers to prevent an outsider from getting in and stealing the treasure. But that wouldn't necessarily help against a single traitor. So designers would make a system that prevents one person from opening the last door by themselves, because a pair of traitors is much easier to spot.
That suggests to you that the slots on the floor are keyholes of some sort. You would guess that the two keys will have to be inserted and engaged simultaneously to access the treasure. However, the slots don't look like conventional keyholes, so you're pretty sure that you're not looking for conventional keys. Eyeballing the mechanism in the slots, you figure that the functional part of the "keys" will have to be at least a foot long by about an inch and a half by less than a half an inch, not counting any sort of handle, or it wouldn't fit in the slot.
| Huc. |
Huc scratches his head at Arien's revelation. "Well, I'll be damned. You're right. I guess now we just need to look for a pair of those things."
I'm assuming we haven't found anything to match those "key holes" so far, even as part of the construct?
He turns towards the rubble-hole, where Fynn stands on dutiful watch. "So, deeper down the rabbit hole?"
I'm assuming we can come back to search this stuff if/when we find those key-things. So I'm good to move on.
Arien Keyne
|
The gnome tags it, but the construct is still active. Moving with blinding speed, it plants a metal tool in Huc's face for 8 HP.
Just checking - the construct didn’t have anything that looked like it might fit?
He turns towards the rubble-hole, where Fynn stands on dutiful watch. "So, deeper down the rabbit hole?"
“I suppose so…” Arien mutters, leading the way.
| DM Carbide |
The construct did not. It seems to have been primarily designed to repair other clockwork constructs, and its combat function was secondary. If no one else has anything they want to try, I'll move you along.
The passage meanders north, but is blocked at its end with a pair of low barricades made from timbers and rocks. Beyond it, those of you with darkvision can see that the passage opens into a larger cave beyond. The walls are densely packed dirt.
| Master Temperance |
"Do ghouls heal? If not, something with a knife is relatively nearby. We may have an ally, or just another player in this puzzle."
Temperance peers into the cave, raising his hooded lantern to shine on the walls.
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
"Why only dirt here...?"
| DM Carbide |
Arien thinks this was recently excavated.
Master Temperance, there's something at the top of the barricade that catches your eye. It looks like a piece of rope, stretched taut. You follow it to the wall, then up to where a piece of old timber hangs from another rope. Once you point it out to Arien, she immediately realizes that if the rope is touched the timber will swing down from the ceiling, and the gleam of metal in the lantern's light would indicate that there are some sharp pointy things on the timber.
| DM Carbide |
What are you doing, then?
Arien Keyne
|
Hmm… If it looks like I have a decent chance of disabling it, I’ll check it out.
Perception/trap: 1d20 + 7 ⇒ (6) + 7 = 13 Ugh. I dunno, do I have any idea how this works?
Disable Device: 1d20 + 5 ⇒ (6) + 5 = 11 Sigh.
| DM Carbide |
Arien is able to get a good handle on how the trap works, but when she tries to disarm it she learns too late that it's on a hair trigger. She's unable to leap clear and gets stuck by a couple of the spear points in the timber for 5 HP. The trap requires a manual reset, though, so now the party can cross the barricade in safety.
Trap damage: 1d8 + 2 ⇒ (3) + 2 = 5
| Huc. |
Huc winces. "Sheesh. That looks like it hurts." He looks over at Oranna, "Let's get her patched up and move forward."
Scroll 3 of our 4 (so we have 1 left)
Scroll of CLW, on Arien: 1d8 + 5 ⇒ (6) + 5 = 11
Then Huc and Fynn stalk forward with Arien, looking for whatever other traps this place contains.
Perception, Huc: 1d20 + 6 ⇒ (18) + 6 = 24
Perception, Fynn: 1d20 + 5 ⇒ (18) + 5 = 23; Low-Light & Scent
Stealth, Huc: 1d20 + 4 ⇒ (16) + 4 = 20
Stealth, Fynn: 1d20 + 7 ⇒ (4) + 7 = 11
| DM Carbide |
The chamber, despite being expansive in area, is also somewhat cramped by the low ceiling, seldom exceeding five feet in height. It's all packed dirt, shored up in some spots by crude but effective timbers. Several tons of debris fill the western part of the chamber. Near the north end of the cave, what appears to be the body of a man lies half-buried in rubble.
Arien can get this taking 10 on her Knowledge (Engineering) check, and since you're not under attack she can do this.
The investigator notes the presence of more timbers in the debris and the freshness of the excavation and concludes that this is where the collapse of the tower was engineered--someone undercut the foundations, kept it shored up through the digging, then pulled the props out at the right time and dropped the tower.
There are two more dead kobolds near the body of the human, spades still held in their lifeless hands. The dead human is white-haired and balding, wearing fine robes now much the worse for having been through a lethal accident. In one hand he clutches a key ring with two keys on it.
| Master Temperance |
Master Temperance nods. "Here is the reason for the dirt and the low ceiling. Kobolds did this work. Did this human kill them?"
"And what was their motivation for bringing down the tower, I wonder..."
| DM Carbide |
The kobolds also appear to have been caught in the collapse.
And that is a very good question, isn't it?
| Huc. |
"My guess is the kobolds just didn't get out in time when they caved this place in." He moves over to the human, searching for any telling details as Fynn takes guard duty.
Let's take 20 for Perception on the human, kobolds, and room around them. Total 26.
"Motivation? I have no idea. Maybe they were working with this guy? Maybe he was in the tower?"
Is it obvious if this is our dead Wizard?
| DM Carbide |
Is it obvious if this is our dead Wizard?
Sadly, he lacks a nametag: HELLO My name is: Balthus Hunclay, wizard.
Fortunately for Oranna's equanimity, the body remains stubbornly unmoving.
From the north edge of the rubble pile, Arien and Oranna can see that the excavated area extends further north and branches to the west in two places.
Arien Keyne
|
Scroll 3 of our 4 (so we have 1 left)
I have a CLW extract, so tick that off, instead of a scroll.
“Either this fellow surprised the kobolds, or the other way around. I wonder what his purpose was, here?”I’m good to move forward.
| Huc. |
Sadly, he lacks a nametag: HELLO My name is: Balthus Hunclay, wizard.
How rude. ;P
"Yep. I think we may be returning with more questions than answers." He looks down at the man, taking the key ring. "This could be useful. Also, are we supposed to carry this guy out?"
Ready to move forward, too, following Arien's lead ... quietly.
At the fork, Huc pauses, squinting into the darkness before them.
Any sounds coming from either fork?
Perception, Huc: 1d20 + 6 ⇒ (14) + 6 = 20
Perception, Fynn: 1d20 + 5 ⇒ (12) + 5 = 17
| DM Carbide |
The north branch leads to a small chamber with a hole in the floor. It doesn't take a skilled tracker to spot the imprints of many clawed feet leading to and from the hole; Arien speculates that this is where they took the dirt out. Huc hears nothing, and Fynn is no more skittish than usual.
There are some things about this module that drive me up the wall, and that's one of them. They've got this huge volume of packed earth that's been excavated to create these chambers and passages, and the module is silent on what happened to it. So I figured that it had to go out the only exit.
Arien Keyne
|
This is the work of dark sorcery!