| Wulfgar Ivarsson |
Wulfgar looks down the winding staircase and says to the team
Comrrrrades shall we be picketink the horses and then decide who is first wantink to go. I can be lightink my sword or someone else's object, I am not carrrink which, Da? Are we takink the Koldun'ya with us? We can be usink her for bait instead of barrrrtener Balthe. Bwa ha ha
| Liam Kindall |
Earlier that day
After the very wet night, Liam made certain he wears one of the cold weather outfits. He then tries to identify the few unidentified items in their possession.
Spellcraft(Blue Potion): 1d20 + 7 ⇒ (7) + 7 = 14
Spellcraft(Magical amulet from sorceress): 1d20 + 7 ⇒ (11) + 7 = 18
At the secret door.
"If there's anything here we can use as a make-shift torch we could also light that, then we have more than one light source. And although it will be a burden, it's best to take her inside with us. Don't want her to run off now do we."
| DM Stylz |
Liam recognizes the red potion as a cure moderate potion. The amulet is a brooch of shielding with 75 points left
The group decides to lug the bound sorceress with them down the stairs. The winding stairs go go about 30 feet, stops at a small 10' landing then winds back down upon itself another 30 feet. After another landing and downwards turn, the group now stands at the bottom and there is a 20' x 20' area at the base of the stairs and a sturdy wooden door on the western wall.
map update coming later today
| Balthe Synder |
Bathe moves to the door and looks it over for traps 1d20 + 12 ⇒ (14) + 12 = 26
If it does not seem trapped he opens it
| DM Stylz |
Balthe, cautiously looks over the sturdy wooden door, and it appear to be a sturdy wooden door. With a little muscle, he opens it. The room beyond is pitch black, except for the light provided by his companions light sources.
Balthe sees a natural stone tunnel, going beyond his line of sight. What he can see, is dust. It appears that this area has not been disturbed. A rough guess would be at least a decade, perhaps longer.
| Balthe Synder |
Bathe gestures for the others to keep up and he moves ahead, moving quietly as he can
1d20 + 12 ⇒ (12) + 12 = 24 stealth
| DM Stylz |
Balthe walks along, with the light from Wulfgar barely illuminating the way. Too bad Wulfgar is noisier than a hornets nest. Luck for Balthe, there are not hostile threats down the first tunnel. At the end, he sees into a barren 20 x 20 room. Down the tunnel that goes north a bit, then takes another turn east.
| Liam Kindall |
Liam followed along as well.
Stealth: 1d20 + 11 ⇒ (7) + 11 = 18
| DM Stylz |
At the edge of his vision, Balthe can see a pool of a shiny substance. It appears to be moving, ever so subtly.
Balthe: 1d20 + 2 ⇒ (1) + 2 = 3
Liam: 1d20 + 5 ⇒ (8) + 5 = 13
Nils: 1d20 + 2 ⇒ (7) + 2 = 9
Wulfgar: 1d20 + 2 ⇒ (1) + 2 = 3
me: 1d20 - 4 ⇒ (7) - 4 = 3
Init tracker: round 1
Liam: go
Nils: go
Me:
Balthe:
Wulfgar:
This is a mercury ooze. Created by some bizarre and broken arcane experiment in ages past. The inflict their food with mercury poisoning, and if not treated the unfortunate soul goes insane. Standard ooze traits, and have the special ability "grab"
| Liam Kindall |
Knowledge(Dungeoneering): 1d20 + 11 ⇒ (6) + 11 = 17
"Don't know either, but I think you don't want to touch it."
Liam moved forward, preparing to lash out at the creature if it moved closer.
Attacking when/if it comes within 15 feet. Fighting Defensively, combat expertise and arcane strike on the whip, so magical slashing damage if it is relevant. Current AC is 24
Whip Attack: 1d20 + 13 - 4 - 1 ⇒ (7) + 13 - 4 - 1 = 15
Damage if hit: 1d3 + 6 + 2 ⇒ (3) + 6 + 2 = 11
| Liam Kindall |
Don't think you can get there from where you are at on the map. Not certain if your location was up to date when Balthe saw the puddle. I moved myself from where I was on the map when combat started. Think I even moved near the max I could.
| Liam Kindall |
Attack of opportunity: 1d20 + 13 - 4 - 1 ⇒ (15) + 13 - 4 - 1 = 23
damage: 1d3 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Round 2
If still necessary after the rest
Liam stepped back and lashed at the creature twice more, keeping up his defensive posture.
Attack 1: 1d20 + 13 - 4 - 1 ⇒ (20) + 13 - 4 - 1 = 28
damage: 1d3 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Attack 1: 1d20 + 6 - 4 - 1 ⇒ (12) + 6 - 4 - 1 = 13
damage: 1d3 + 6 + 2 ⇒ (3) + 6 + 2 = 11
| Wulfgar Ivarsson |
Wulfgar, not exactly sure what the best method of dealing with this new threat is, considers throwing a javelin momentarily. But seeing it move forward and attack Liam he decides the best solution is more direct. He grasps his large sword and moves forward, his eyes strangely focused.
Bwa ha ha, Is lookink like puddink, comrrrrades. I say we let Koldun'ya be tastink firrrst just in case, Da? ha ha ha
Greatsword attack: 1d20 + 12 ⇒ (19) + 12 = 31 for damage: 2d6 + 14 ⇒ (2, 3) + 14 = 19
confirm critical attack: 1d20 + 12 ⇒ (1) + 12 = 13 for damage: 2d6 + 14 ⇒ (2, 4) + 14 = 20
| DM Stylz |
Init tracker: round 1-2
Liam: posted round 2
Nils: go (round 2)
Me: double moved
Balthe: go
Wulfgar: attack and hit (ooze cannot be crit, sorry)
As the ooze, moves forward, Liam has enough time to lash out again, and he easily hits and takes another chunk of goo off the metallic creature.
Wulfgar moves forward, and takes a mighty swing with his sword, and this time a large hunk goes splattering against the wall next to him.
Damage:
ooze: 40
| Balthe Synder |
Bathe moves up and punches the goop
Unarmed Strike: 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17 for 1d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11
| DM Stylz |
Liam steps back after Balthe punches the goo. The first whiplash almost kills the creature, who hangs on by a few gooey strands.The second whiplash ends the threat, and it dissolves into a silvery puddle.
Combat Over
The group goes into the room beyond, and it appears to be a small alchemical laboratory and library. The bookshelf appears to be lined with book, albeit dusty, dirty, and slightly mildewy. Topics include alchemy, planar travel, magical created creatures using various methods, and oddly enough philosophy.
In the worktable, there is one scroll of neutralize poison, one scroll of wall of ice, 2 vials of acid, and 1 tanglefoot bag.
| Wulfgar Ivarsson |
Wulfgar looks around the room with Nils, moving less cautiously
perception: 1d20 + 3 ⇒ (18) + 3 = 21
but still pretty efficient, stopping at one of the pile of books he observes
most unforrrrtunate are books, comrrrrades, mold and mildew cause unwanted rrrrash, I am thinkink we must continue usink leaves
Disappointed that none of the paper was worth salvaging Wulfgar will go back out into the hallway to wait for the rest of the team.
| Liam Kindall |
Liam looked at the books about magical created creatures using various methods, curious if the thing they fought was in there.
| DM Stylz |
Nils checks the entire room, from top to bottom and looks for any hidden niches that may exist, Sadly, there are none, the magical scrolls and alchemical goodies are all that there are.
Liam, skims a book regarding magical beasts and how they are created. He happened to turn to a page that explains a mercury ooze, and how to combine some magic, and alchemical reagents and with any luck you will create an ooze, that serves as a very good deterrent to any incoming hostility.
Balthe opens the philosophy book, and skims it as well. He finds a passage that reads, "However, there is a limit to the amount that we can change the world. Our habitual thinking runs deep, and even if we free ourselves enough to imagine new possibilities and new futures, our external circumstances may stand in the way of realizing these possibilities. The futures that we imagine will always collide with the reality of the circumstances in which we find ourselves.
| Liam Kindall |
Liam put the book back and put the scrolls in his backpack.
"With a bit of work, these books might be salvageable. But let's first see what else we find here."
| Balthe Synder |
Balthe wraps his book in whatever cloth he has. Shall we move on? assuming so out the next door and take 10 on stealth and percep
| Wulfgar Ivarsson |
Wulfgar watches Balthe carefully, as he wraps the book and heads out into the hall Wulfgar, his right eye spinning and with a slight grin says to the bouncer
da, savink paper for later, remember comrrrrade if gettink rash on back-side, I warrrrned you!
Wulfgar continues grinning, as he steps into line behind Balthe, illuminating his sword again and following as quietly and attentively as possible.
perception: 1d20 + 3 ⇒ (3) + 3 = 6
stealth: 1d20 - 3 ⇒ (14) - 3 = 11
| DM Stylz |
The group continues on. The pass a small pool of water, but nothing jumps out at them. Around the corner is a pile of trash, soiled goods and there appears to be nothing salvageable from the pile.
Balthe come to a crossroads of sorts. To the right, he sees a long hallway, that goes beyond the light shed by Wulfgar's glowing sword. To the left, goes another long hallway, which appears to have small alcoves, with stone busts of a strange creature. It is part reptile, bat and overgrown worm.
| Liam Kindall |
Knowledge(Religion): 1d20 + 8 ⇒ (9) + 8 = 17
"First that ooze, now these weird statues. What is this place?"
Liam moved along with the rest, whip firmly in hand.
| Balthe Synder |
1d2 ⇒ 1 Balthe stealths around the corner, seeing what there is to see
1d20 + 12 ⇒ (3) + 12 = 15 stealth
| DM Stylz |
As the group explores the pile of bones, from behind they hear incessant babbling and incoherent gibberish.
will saves for all. K religion to identify
Init
Balthe: 1d20 + 2 ⇒ (9) + 2 = 11
Liam: 1d20 + 5 ⇒ (10) + 5 = 15
Nils: 1d20 + 2 ⇒ (16) + 2 = 18
Wulfgar: 1d20 + 2 ⇒ (15) + 2 = 17
me: 1d20 + 5 ⇒ (5) + 5 = 10
gwen: 1d20 + 6 ⇒ (18) + 6 = 24
gwen save: 1d20 + 5 ⇒ (12) + 5 = 17
Init tracker:
round 1
gwen: done
Balthe: go
Liam: go
Nils: go
Wulfgar: go
me: