Duke Dixon |
Duke reaches down and takes the amulet off of the dead mayor's neck. "You won't be needing this anymore," he says as he looks at the badge of office.
Then he starts examining his wounds.
DM RichD |
The very former Mayor Vheed had a ring of protection +3 and a ring of wizardry I
Almost forgot...
When Dargentu is destroyed, he explodes into a burst of choking dust. All creatures within 10 feet must make a DC 20 Fortitude save or take Con Damage: 1d6 ⇒ 3 points of Constitution damage from the violent choking and necromantic scouring of this supernaturally vile dust. Those who fail the save are also nauseated for Nauseated: 1d6 ⇒ 6 rounds, while those who succeed are merely
sickened for: 1d6 ⇒ 1 rounds. The save DC is Charisma-based.
Tal Bernard Mainz |
Fort save 1d20 + 10 ⇒ (3) + 10 = 13 ugghhh I do t think I have made a save down here yet
Richard Holysmith |
Fort Save: 1d20 + 7 ⇒ (3) + 7 = 10 Oh joy. More Con damage. Who has that wand of restoration?
Tal Bernard Mainz |
Tal fully feels the effects of the choking dust from the former mayor. Pulling a potion from his pic he drinks it reducing the lasting effects of the dust.
Lesser restoration 1d4 ⇒ 3
I have another potion should someone need it. Hopefully we don’t run into any more of these creatures draining our vitality.
Noah Sampson |
Noah manages to hold his breath and over his mouth with his arm as the mayor explodes. He then approaches and pulls out a wand "I can help with some of those wounds." He then begins using the wand on him.
Fort Save: 1d20 + 6 ⇒ (15) + 6 = 21
CLW Wand: 11d8 + 11 ⇒ (8, 2, 7, 1, 3, 1, 5, 7, 1, 6, 8) + 11 = 60
Richard Holysmith |
"Oh, I have the wand of restoration." Richard pulls it out. "Sherix, hand this to Noah. My Constitution is taking a beating!"
With the Con Drain and the Con Damage, I think it's time to use the wand.
Richard Holysmith |
Restoration cures all temporary ability damage and points drained from a single score. I choose to restore my Con Drain. After using the wand, there are 5 charges remaining.
DM RichD |
Where to next?
COMPLETED
F1. Guardroom
F2. Armory
F3. Wine Cellar
F4. Guardroom
F5. Treasury
F6. Bloody Fox In The Darkness
F7. Torture Chamber - Trapped Thieves
F8. Turnkey's Home
F9. Storage
F10. Tiefling Ghetto
F11. Joriavah’s Den
F12. Prison Cells
F13. Power Disbursement Hall
F14. Infernal Capacitors
F15. First Cooling Chamber
F16. The Spiral Walk
Tal Bernard Mainz |
I think we have cleared it all that way. 1-16 assumed cleared based on the list from RichD so on to the small hallway to F17 and F18 At least it was since we came back from dropping off the noble kids. Let's press on down this larger hallway (F16) deeper into the complex.
Tal will lead with Duke so he can search for traps and Tal can open any doors or provide other support.
DM RichD |
Sorry it was a busy week last week with Grad school. Group project was due along with the final exam.
F17-Storage
A large number of tools, cleaning supplies, and lengths of crystal and metal tubing are stored in this fifteen-foot-high chamber.
F18-Storage
The walls of this fifteen-foot-high storeroom, as well as the tools and repair supplies on its shelves, are coated with condensation. The air is wet with clouds of steam.
As soon as you open the door, the steam shrieks and yells!
Richard Holysmith |
Richard tries to listen for the source of the noise.
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Sherix also looks.
Sherix's Perception: 1d20 + 12 ⇒ (7) + 12 = 19
Tal Bernard Mainz |
Tal looks at the others as the ?steam? starts making noise. I have heard of boiling water whistling but not shrieking. What in the hells is going on this time?
Sherix |
"The steam is... alive? You hear this, boss?" Sherix buzzes about.
Any relevant knowledge checks we could roll?
Recall Knowledge: 1d20 ⇒ 10
Religion +8
Richard's Recall Knowledge: 1d20 ⇒ 16
Local/Nobility/Planes/Religion +9
Tal Bernard Mainz |
Do I stab it with my sword or should we just leave and close the door?
Richard Holysmith |
"Maybe we just close this door." Richard leans for the doorknob. "I have no idea how to fight it."
Richard Holysmith |
"Ah... wait. Steam mephits. Quite weak, but they tend to send boiling rain upon their foes. Can anyone protect us against fire? Otherwise we should take minimal injury from them."
Tal Bernard Mainz |
Tal looks at Richard like he said something ridiculous when in reality Tal just doesn’t know any better. Steam mephits? That sounds amazing and if we take minimal damage from them then why provoke them. Any chance we could take one and take it with us?
Looking at the steam Tal calls out, Hey steam mephit…I have a job for you if you are looking for one. I have a whole building that needs hot water and steam to heat the place if you are interested. Think we can come to an arrangement? I wonder what Lily will honk when I tell her that she doesn’t have to boil water to wash clothes anymore and the orphanage will have hot water? Of course I won’t do anything as dangerous as the mayor with having a pit fiend but a harmless steam mephit could work.
Duke Dixon |
"I am not a fan of being scalded, so if we can just leave them be, that works for me. But if we need to pass through here, we may not have a choice."
Tal Bernard Mainz |
Tal looks at the others to see if they are ok with this arrangement. Just a minute guys is all. Then we can move on. Tal closes the door mostly but does not let it latch closed as he keeps a toe in the doorway so he is not locked in. I admit I don't even know where to start with negotiations. I have a need and was wondering what it would take to convince you to leave this place and work for me? If it is beyond my ability then I wish you well and will leave.
sense motive 1d20 + 1 ⇒ (11) + 1 = 12
Richard Holysmith |
Tal is quite the businessman. Even in the depths of hell this man is on the lookout for new recruits. Are they even listening to him? Or just baiting him into a trap?
Sense Motive: 1d20 + 15 ⇒ (8) + 15 = 23
Sherix's Sense Motive: 1d20 + 14 ⇒ (12) + 14 = 26
DM RichD |
We have no doubt we can do whatever task you require of us, but what will you give us in return? The voice hisses.
@Richard: They seem to be willing to work out a deal providing Tal can entice them properly.
@Tal: They seem to be interested. Nedd some diplomacy rolls from you or someone aiding your cause.
Tal Bernard Mainz |
What is it that you require? Are you interested in money and gems? Are you interested in the sounds of joyous laughter of innocent children? Are you looking to be free of the chains of slavery from this place and wish to be your own master or do you barter in souls? If the first 3 then I am willing to negotiate. The last option I close the door and leave you to your fate down here. We will destroy this place and end this realm to prevent further harm to my city.
diplomacy 1d20 + 7 ⇒ (13) + 7 = 20
Tal Bernard Mainz |
That I can do. I will make sure that there is a space for you to reside at peace in exchange for your services. You will not be bound in service but rather we will mutually work together as equals. If you accept please give me some time to arrange the space. How large of a space will you need so I can be ready?
Tal will give it/them directions for where to report to in 2 weeks once he has made sure the room can withstand water and higher temps along with a pipe to allow hot water to exit the room.
We can work out the details later so long as they are willing to not injure anyone.
Tal Bernard Mainz |
Across the hall is another room. Tal backs away from the steam mephits and heads over there to open that one up once it is cleared for traps.
Richard Holysmith |
"Greetings, noble creatures of steam and heat!" Richard puts on his salesman hat. "We have quite an offer for you! How would you like to work at a world-class smithery? Blazing red iron dipped into ice cold water produces so much steam it will be like you're at home. It's also doesn't require an infernal duke to keep it going- no, just hard work and glorious sweat!"
Diplomacy: 1d20 + 15 - 1 ⇒ (18) + 15 - 1 = 32
"What say you? Interested in our offer?"
Tal Bernard Mainz |
Tal looks at Richard’s play with a jaw dropping stunned look. Brilliant. Never thought about having them work at the forge. I like it. Always thinking you are. Tal slaps him in the back in approval and waits to hear if they agree.
At this rate I may have to look into purchasing further properties and investments.
Tal Bernard Mainz |
Tal isn't sure to thakn Richard or not after hearing that there were now going to be 6 steam mephits working for him at the smithy. While there would be enough work and steam for 2 of them he wasnt sure what 6 would do besides cause problems. That was an issue for another time though. For nowit was enough that they would not attack anyone and possibly be peaceful and an aid later.
Head to the Mainz Street Smithy and I will find work for you in 3 days time. I will let my associates know you are coming so they will expect you. Until then live free.
Tal backs away and returns down the hallway deeper into the complex. If it is all that easy we will survive this and have a steady workforce for all of our endeavors. Remind me to invest in another room for them to live in.
Richard Holysmith |
Richard takes a look at the Infernal writing.
Richard speaks: Common, Infernal, Undercommon, Celestial, Abyssal. He can also cast >Comprehend Languages< if it still doesn't make sense.
"Hmm. I think I can read this. One moment."
DM RichD |
Anyone who can speak infernal can attempt a DC25 Knowledge (Arcana) check.
Richard Holysmith |
"Hmm, I can read it, but... I don't understand the significance." The words seem nonsensical. "Anyone skilled in the arcane arts?"
Richard Holysmith |
"Thank you Krayn." Richard ponders. "Hopefully we can banish this devil before it gets it can think straight. I'd rather not fight it."
"Not much else to learn here... shall we move onward?"