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Velidor also moves back in case something bad happens... while brave, he isn't foolhardy so best to let the orc-bloods do this.

Dungeon Master S |

Boom puts in the wedges AND...
click
.
.
.
.
.
.
The door unlocks!

Dungeon Master S |

A vast sea of coins, gemstones, and jewelry floods this large room, leaving only a narrow path that winds towards a single dais on the room’s far edge. Sitting on this dais rests a lone, bejeweled lamp.
Map updated.

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"well that was anti-climactic.... just some coins... I expected death..."

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"This seemed way too easy", Pip says as she peeks around the corner at the lamp. "That can't be it, right?" She casts detect magic, takes a good look at the entrance to make sure she won't trigger a trap, and then takes a hesitant first step into the room.
Take 10 on Perception for 29, 31 to spot hidden object.

Dungeon Master S |

Pip cautiously examines the room, finding neither trap nor magical aura.
Nothing happens when she steps in.

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"Is it safe to enter?" Velidor asks after seeing Pip enter...

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"Yup, too easy," agrees Mohok. "What was with the warning about four and six and everyone dies?" With a shrug, he step through the door to join Pip.
Looking down the length of the room, he wonders aloud, "I wonder if this place buries you in gold if you touch the lamp, or something like that. Anyone got a way to grab the lamp without actually being all the way down at the far end of the room? One of them spells that wizards use to grab their hat as they leave the tower?"
He casts a glance at the raven on his shoulder and says, "Or I could send Poh, make him earn his corn." The raven gives his half-orc mount a mean side-eye, but doesn't deign to comment.
Mage hand or something similar, anyone? If not, I've got an animal companion I generally forget is there.

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Garam floats into the chamber and has a look around.
Perception: 1d20 + 28 ⇒ (10) + 28 = 38
Assuming all looks safe...you want something to grab the lamp, sure I can handle that!
With a quick muttered incantation and a flourish and twist of one wrist he casts a spell. He looks at a spot next to him and says go get me that lamp, pointing to the dais.
Garam casts unseen servant and sends it to collect the lamp.

Dungeon Master S |

Indeed, what could possibly go wrong?
Garam's servant picks up the lamp. Almost instantly the treasure within the room begins to vibrate. Not just vibrate, but MOVE. It quickly coelesces into a mountain of cohesively moving treasure!
In the span of just a few seconds they fly towards each other, building a massive and moving construct!
An Animate Hoard! Rare in the extreme, it's an arcane defense against thieves. It's a construct, but ask specific questions for every 5 over the DC.
Monster: 1d20 - 2 ⇒ (9) - 2 = 7
Mohok: 1d20 + 2 ⇒ (14) + 2 = 16
Pip: 1d20 + 2 ⇒ (16) + 2 = 18
Garam: 1d20 + 11 ⇒ (8) + 11 = 19
BOOM: 1d20 + 4 ⇒ (2) + 4 = 6
Svetlana: 1d20 + 5 ⇒ (8) + 5 = 13
Velidor: 1d20 + 10 ⇒ (7) + 10 = 17

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Arcana: 1d20 + 27 ⇒ (6) + 27 = 33
Any special attacks or special defences please
Watch out everyone, its some pile of animated treasure. Try not to damage it too badly, we may want some of that!

Dungeon Master S |

Round 1
Garam: Go
Pip: Go
Velidor: Go
Mohok: Go
Svetlana: Go
Monster: TBD
BOOM: TBD

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Assuming this is a normal round.
Garam reaches out with one hand, weaving patterns in the air, twisting the strands of fate around this weird guardian creature, tugging at its very essence and leaving it vulnerable...
He then darts out of the room.

Dungeon Master S |

Yes, normal round
Garam's gestures wrap around the construct and WILL: 1d20 + 4 ⇒ (2) + 4 = 6 he can feel it take hold!
Round 1
Garam: HEx
Pip: Go
Velidor: Go
Mohok: Go
Svetlana: Go
Monster: TBD
BOOM: TBD

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I made my knowledge check above *points up*

Dungeon Master S |

Double door is open. Special Attacks: it can engulf a creature smaller than it and crush it (trample). Defenses: the amalgamated nature of the construction means that it's immune to any precision based damage.

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Cheers - needed to know if I could target :p
Svetlana steps forward and lashes out!
Lunge, Power attack, Furious focus
Adamantine
Attack 1d20 + 18 ⇒ (2) + 18 = 20
Damage 1d10 + 11 + 9 ⇒ (1) + 11 + 9 = 21
Attack 1d20 + 13 - 3 ⇒ (1) + 13 - 3 = 11
Damage 1d10 + 11 + 9 ⇒ (8) + 11 + 9 = 28
"Where are we supposed to hit this thing!?"

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"How do we fight this thing?!" Velidor yells out as he starts to fumble through his pack for an alchemical weapon...

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"Well, that approach'll work too," Mohok says, a slightly humorous note in his bass voice. Having fought more than a few constructs in his day, he takes a step closer and draws his adamantine blade, answering Velidor's question as he takes two furious swings at the walking pile of treasure! [b]"I'm going to cut big chunks of it off, see if we can't get it to be just a pile of treasure again.
Draw adamantine falchion, five-foot step, attack with Power Attack and favored enemy bonus.
Adamantine Falchion, PA, FE: 1d20 + 17 + 4 ⇒ (6) + 17 + 4 = 27
Adamantine damage, PA: 2d4 + 9 + 9 + 4 ⇒ (4, 2) + 9 + 9 + 4 = 28

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"OOOOH! SHINY!!!" Boom remarks with delectable excitement.
Know (arcana): 1d20 + 11 ⇒ (2) + 11 = 13 Nope, no better. Small chance anyway.

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"IknewitIknewit," Pip mutters as she watches the treasure come to life. She makes a small warding sign with her free hand. "And again I put my life in the hands of fate." She then draws her longsword and hacks at the pile of treasure, not holding back. "We'll see what's left if we're still alive when this thing stops moving, Garam." After her attack, she take a step back behind Mohok, to make room for the others.
--
Activate Archaeologists Luck as a swift action. Draw adamantine longsword and attack with Power Attack. Then a 5 foot step back. (If that's difficult terrain, please ignore the 5 foot step and place me back one square left and down)
Knowledge Arcana: 1d20 + 17 + 3 ⇒ (19) + 17 + 3 = 39 (Interested in DR, hardness, weaknesses, in that order)
Attack +Luck -PA: 1d20 + 11 + 3 - 2 ⇒ (6) + 11 + 3 - 2 = 18
Damage +Luck +PA: 1d8 + 5 + 3 + 4 ⇒ (3) + 5 + 3 + 4 = 15

Dungeon Master S |

The Hellion's swings come close, but not close enough as the mass of coin rolls away!
Mohok, however, gets close enough to seriously bite into the construct. The starmetal blade having no problems getting through the metal.
Pip moves a bit and swings, but has as much luck as Svetlana
No DR, but Hardness 10. It has no particular weaknesses, but it's reflexes aren't great.
Round 1
Garam: Hex
Pip: Miss
Velidor: Go
Mohok: Hit
Svetlana: Miss
Monster: TBD
BOOM: TBD
Hoard: 28

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Velidor throws an alchemist fire bottle at the center of the creature trying to not hit the others...
Ranged Touch ATK: 1d20 + 17 - 4 ⇒ (10) + 17 - 4 = 23...Fire DMG: 1d6 ⇒ 1
"Maybe it wont leave the room to follow us...?" Velidor wonders aloud... then frowns when he sees his throw not do the damage he hoped for...

Dungeon Master S |

The alchemist fire shatters on target, but little actually sticks to the animated coins.
The animated hoard seems confused as to who to attack, but with Mohok next to it, there is an obvious choice:
Slam 1: 1d20 + 21 ⇒ (2) + 21 = 23
Slam 2: 1d20 + 21 ⇒ (4) + 21 = 25
But the half-orc's defense proves the stronger!
Round 1
Garam: Hex
Pip: Miss
Velidor: Hit
Mohok: Hit
Svetlana: Miss
Monster: ATK
BOOM: Go
Hoard: 29

Dungeon Master S |

8' in the first room with the doors. 15' here. Doors are to the ceiling in the first room

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Okay, staying on the ground then. Enter Rage "excited" Boom.
"It just wants to cuddle!!!" Boom exclaims, giggling and hopping up beside Mohok. "Really neat how they got it to do that!"
Still, she recognizes the danger and the broadblade comes off her back in a punishing arc that sends gold and gems ricocheting off the walls.
+3 Adamantine Greatsword @ Horde: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 2d6 + 18 ⇒ (5, 4) + 18 = 27

Dungeon Master S |

Boom's swing is massive. Coins fly out of the hoarded horde, some even sticking into the walls.
Round 2
Garam: Go
Pip: Go
Velidor: Go
Mohok: Go
Svetlana: Go
Monster: TBD
BOOM: TBD
Hoard: 56

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"Oh, just stab anywhere?" The Hellknight swings again...
Lunge, Power attack, Furious focus
Adamantine
Attack 1d20 + 18 ⇒ (6) + 18 = 24
Damage 1d10 + 11 + 9 ⇒ (3) + 11 + 9 = 23
Attack 1d20 + 13 - 3 ⇒ (19) + 13 - 3 = 29
Damage 1d10 + 11 + 9 ⇒ (7) + 11 + 9 = 27

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Velidor takes a 5 ft to his right and full rounds into the foe using clustered shot... using standard ammo; misfire on nat 1
Musket1+RS+PBS+DA vs Touch AC: 1d20 + 12 ⇒ (4) + 12 = 16
DMG RS+DA+MT+PBS: 1d12 + 6 + 6 + 1 + 1 ⇒ (3) + 6 + 6 + 1 + 1 = 17
Musket2+RS+PBS+DA vs Touch AC: 1d20 + 12 ⇒ (13) + 12 = 25
DMG RS+DA+MT+PBS: 1d12 + 6 + 6 + 1 + 1 ⇒ (5) + 6 + 6 + 1 + 1 = 19
Musket3+PBS+DA+RS vs Touch AC: 1d20 + 7 ⇒ (9) + 7 = 16
DMG+PBS+MT+DA: 1d12 + 6 + 6 + 1 + 1 ⇒ (12) + 6 + 6 + 1 + 1 = 26
Musket4+PBS+DA+RS vs Touch AC: 1d20 + 7 ⇒ (2) + 7 = 9
DMG+PBS+MT+DA: 1d12 + 6 + 6 + 1 + 1 ⇒ (11) + 6 + 6 + 1 + 1 = 25
clustered shot- add up damage from successful hits and then subtract the DR from the total

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Mohok adds another spray of coins to the golden carnage of the fight, cutting deeply into the animate hoard! His second strike suggests he's perhaps relaxing a bit, confident they'll defeat this strange foe.
Full attack with FE and Power Attack.
Adamantine Falchion, PA, FE: 1d20 + 17 + 4 ⇒ (15) + 17 + 4 = 36
Adamantine damage, PA: 2d4 + 9 + 9 + 4 ⇒ (1, 4) + 9 + 9 + 4 = 27
Adamantine Falchion, PA, iterative: 1d20 + 12 - 3 + 4 ⇒ (6) + 12 - 3 + 4 = 19
Adamantine damage, PA: 2d4 + 9 + 9 + 4 ⇒ (2, 4) + 9 + 9 + 4 = 28

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Garam tightens his magical grasp on the construct, twisting fate to ensure its destruction.
Misfortune hex, DC24 will save or all d20 rolls are rolled twice, taking the lower result for 2 rounds. If it fails the save he will cackle to extend the duration by 1 round

Dungeon Master S |

The Hellion opts for wildly swinging back and forth, but both swings find "purchase." A moment later Mohok and Velidor combine to smash enough of the magic out of it, that nothing binds it together anymore. The animated hoard falls back to the ground, nothing more than a King's ransom!
Out of combat
The unseen servant continues to hold the lamp which seemed to cause this ruckus.

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"Well.... I must admit I have never seen that before... good way to deter thieves i think."

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Pip stands poised behind Mohok to engage the pile of moving treasure again, but finds that it's not needed anymore. "Well, that was interesting. Although I suppose clever thieves might just lure it away. That's a lot of treasure you don't even have to carry," she jokes.
More serious she turns to Garam. "Can you ask your servant to bring that lamp here? We still have to check whether it's the lamp." In preparation of the lamp being brought close, she casts detect magic and checks the room. Finally, she focuses on the lamp.
Spellcraft: 1d20 + 13 ⇒ (3) + 13 = 16 (on the lamp)

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Mohok chuckles at Pip and Svetlana's observations, nodding along as he surveys the scattered treasure. "I've fought some weird stuff," he observes, "but that moving pile of treasure gets pretty high up the list. Glad it didn't hit me."
He waits to see if anything interesting happens when the invisible servant brings the lamp closer.

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With a gesture Garam directs the servant to deliver the lamp to Pip.

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"Aww, I wanted to see it cuddle," Boom pouts with a grin. She picks up a gold or two and chews on them. She's heard that's the thing to do with gold, though she has no idea why. She absentmindedly takes in the surroundings while the others study the lamp.
Anywhere else to go? Doors? Writing on the walls? Books in the vicinity?
Perception: 1d20 + 9 ⇒ (14) + 9 = 23

Dungeon Master S |

The party looks about for doors, hints, or secrets.
It's the secrets that win the day. Boom can't find any doors, but Pip finds something etched into the bottom of the lamp.

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Hah, how really very subtle. Who they hell goes around leaving less than cryptic riddles on the bottom of stupid lamps! If this thing is a key then there needs to be a lock...
Garam will start hunting around, starting with the thing that sunk into the wall that he spotted.
Perception: 1d20 + 28 ⇒ (6) + 28 = 34

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Velidor looks around as well to see if he can find anything of interest... or a clue...
Perception: 1d20 + 17 ⇒ (3) + 17 = 20
"You look like you found something Pip.... what is it?"

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"A 'twist', huh?" Mohok muses, pondering the lamp. "I'd guess the lamp fits in that hole we were looking at and works as a key. 'Course, in this place, it probably turns the lamp into an alchemist's bomb or something at the same time. But let's give it a try."
DM S - the tiny hexagonal hole is still in evidence, right? Does it appear to be the right dimensions to accept the tip of the lamp? Assuming the lamp is of the Aladdin variety, with a spout like a teapot - if it's not, I got nothin'.

Dungeon Master S |

Indeed it DOES look like it would fit. It has a hexagonal spout...

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Mohok casts a glance at Boom and is about to speak, then decides it's not fair to always ask her to do the dangerous stuff, even if she wants it that way.
"Pip, lemme have that lamp," he says, holding out a large, calloused hand. "I think it'll fit in this hole and maybe open a door or something, figure I'll give it a try. We've already looked at this little hole so much, might as well just go for it."
Lamp in hand, he steps up to the little hole, pauses a moment to ponder the message on the bottom of the lamp, and wonders aloud, "How they heck did they know we'd come after one lamp in particular, to leave us this message? Makes me a little suspicious..."
With a shrug, he inserts the lamp's spout in the hexagonal hole and gives it a twist.