Expedition to the Ruins of Castle Greyhawk [3.5 D&D]

Game Master Stiehle

3.5 Edition D&D campaign set in the environs of the City of Greyhawk.


101 to 150 of 2,271 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Init: +1 | AC: 19 / FF AC: 17 / Touch AC: 12 [with shield] OR AC: 17 / FF AC: 15 / Touch AC: 12 [without shield | Fort: +7 / Ref: +3 / Will: +6 | Speed: 30' | Favored Attack: Magical +1 Greatsword +11\+6 melee / 2d6+4 slashing damage / 19-20 (x2) crit | | Spell Save DC: 0 Level - 12; 1st Level - 13; 2nd Level - 14

Looking down into the darkness Morrow commands his sword to fire again. He glances at Joryn, "I'll take the lead unless you want to?"

OOC: Are these the same stairs we went down before?


Max HP: 77 | AC: 23; T: 11; FF: 22 | INIT: +0 | FORT +11; REF +5; WILL +9 | Current Damage: -0 | Lay on Hands: 23/24 | Turn Undead: 5/6 | Spells: 2/1

"Lead on. I'll follow behind."


Init: +4 | AC: 18 / FF AC: 14 / Touch AC: 14 | Fort: +7 / Ref: +10 / Will: +4 [Immune to magic sleep effects, +2 to saves vs enchantment spells/effects] | Speed: 40' | Favored Attack: Magical +1 Composite [+2 STR] Longbow +13\+8 ranged / 1d8+3 piercing damage / x3 crit

Karieth Stays towards the back of the group with Conri, letting Reonnyn take the rear if he insists. The wild elf keeps his bow ready as they head further in, scanning the walls as they pass for signs of secrets.


Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17

Glorb falls into line in the middle of the Group, ready to step forward should his keen eyes or Thieves Tools be needed.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Godsday (Vernal Equinox), 4th day of Growfest, 594 C.Y.
Weather is cold with brisk winds out of the north in the morning, but warming up a bit in the afternoon, sky is clear with a few clouds.
Current time is about an hour after midday.

-------------------------------------------------

Verdan sets a heatless torch into his shield sconce and Morrow invokes the magic of his sword, both of them providing light to those that cannot see in the darkness. The trek down the steps is uneventful, and though the landing upon which the party halts seems inconspicuous to the casual look, Glorb immediately moves to the wall and pushes a hidden button that shifts part of the wall loose - a secret door! Pushing upon the stone to widen the gap a bit more, the adventurers file through, led by the light of Morrow’s brightly-burning sword. Leading the way confidently through the musky hallway of the storage area into which the secret door opens, they soon pass through a kitchen and then a feasting hall. Those that battled the orcs and the ogre that dwelled in these areas take note that the bodies are now gone! Though evidence of the past violence is still present, having not been cleaned up by whatever took the corpses.

Following the directions provided by Altamaic, the memory of the priest of Boccob proves to be accurate as they find a poorly concealed secret door (DC 15) beyond the water-choked passage leading away from the rift room in which the party battled the giants and the goblin rogues. The room beyond this second secret door is full of large crates, barrels, and leather bags piled along the walls in haphazard fashion. Two elevator shafts pass through the center of the room. The descending shaft is choked with rubble, making it impassable. The ascending shaft, along the far wall, appears to be in working order. A pair of double doors can be seen behind crates and barrels stacked against the west wall. A trickle of water seeps from cracks in the west wall, flowing down the shaft and into through beneath the door in the east wall.

Large Map

A brief survey of the various containers reveal more of the marked goods stolen from the local caravans in recent raids. Weapons and armor, tents, dried rations and other supplies make up the majority of the contents. Again following the directions of Altmaic, the adventurers move aside relatively light boxes containing blankets and rough woven cloth to reveal a seemingly blank section of stone wall. Again the gnome rogue looks over the area carefully and after some help offered by the elvish eyes of Karieth, the party is able to find a very cleverly concealed secret door (DC 30) that they likely would have never noticed at all. In their search though, Glorb takes note of a magical trap (DC 28) that he believes responds to a spoken command of some kind – a word that Altamaic either never noticed in his near-unconscious state or forgot to impart to the heroes. The rogue is able to determine that the trap is rigged to explode violently if the secret door is opened without speaking the magic word, and though Glorb thinks he can probably disarm it, it’s a risky proposition…

Detail Map

----------------------------------------------

PC Condition:

Verdan - 32/50
Karieth - 44/44
Conri - 44/44
Joryn - 58/69
Glorb - 37/41
Wakandah - 32/32
Reonnyn - 54/54
Morrow - 61/61

Combat Map

Combat Table

----------------------------------------------

OOC: The first secret door was easily noticed, but the second (that you knew was there based on Altamaic’s story), required a ‘Take 20’ on the part of Glorb, as well as a +2 boost from Karieth (Aid Another). Fortunately, that Take 20 also allowed Glorb to take note of the trap…


Male halfling Swashbuckler 4/Warlock 6 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +6 / Ref: +9 / Will: +8 [+2 vs fear] | Speed: 30' | DR 1/cold iron | Attacks: +2 rapier +14/+9 to hit (1d4+3 damage); Eldritch Blast +13 to hit ranged touch (3d6+2 damage, range 250', x2)

Reonnyn decides to let the others take the lead whilst he eyes the double doors closely, clearly expecting some one to walk through any moment.

OOC: GM West, I think you missed Reonnyn's POST where he healed the party members after the Ghoul fight earlier.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Ah shoot, my apologies Reonnyn I did indeed! Note that a Wand of Lesser Vigor heals 11 hp (10 +1 for a 1st level spell, I think), so Verdan is only shy 1 hp from maximum.

My next post will accurately reflect the correct HP totals (the Combat Table is already updated), which can be found below:

Verdan - 49/50
Karieth - 44/44
Conri - 44/44
Joryn - 69/69
Glorb - 41/41
Wakandah - 32/32
Reonnyn - 54/54
Morrow - 61/61

Oh, and just to let you all know, I usually roll Perception checks to find secret doors and the like myself (with regular dice, instead of using the dicebot) and I don't post the numbers rolled. That way you don't know if you rolled low or high, thus you won't know whether you might have overlooked something. :) I do this with other rolls as well, for similar circumstances, as needed.


Max HP: 77 | AC: 23; T: 11; FF: 22 | INIT: +0 | FORT +11; REF +5; WILL +9 | Current Damage: -0 | Lay on Hands: 23/24 | Turn Undead: 5/6 | Spells: 2/1

"If it's going to explode, we should clear these crates away first, so that they don't add to the power of the explosion."

As he says that, Joryn begins dragging crates to the other side of the room, at least 30' away from the secret door.


Init: +1 | AC: 19 / FF AC: 17 / Touch AC: 12 [with shield] OR AC: 17 / FF AC: 15 / Touch AC: 12 [without shield | Fort: +7 / Ref: +3 / Will: +6 | Speed: 30' | Favored Attack: Magical +1 Greatsword +11\+6 melee / 2d6+4 slashing damage / 19-20 (x2) crit | | Spell Save DC: 0 Level - 12; 1st Level - 13; 2nd Level - 14

Morrow nods agreement to Joryn, and helps to move crates, but glances at the other doors and the elevators. "Didn't Altamaic mention being brought down two elevators? Maybe we should check these out before we attempt anything with the trap? The descending one is collapsed, but maybe this leads up to another that would be an exit? If so it could also be used to haul more of the stolen supplies out of here when the time comes. He also mentioned a warrior and some hoch gebli on the area between the two elevators."

"And maybe we should check these other doors as well? They could have enemy waiting for the trap to alert them to our presence, to attack us from behind while we struggle with whatever harm the trap caused. If not, the doors opened could allow some shelter from the trap if it gets set off...."

OOC: Not wanting to be a nervous Nelly, but my luck with rolls hasn't been very good!
And I don't want to bypass anything possibly important.


Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17

Glorb is ready to try to disable the trap, but warns the others of the possibility of a violent explotion. "Any forms of Magical Protection would be appreciated", he says.

As Morrow speaks, he decides to wait for the reactions of the other party members.


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

Verdan nods and with a small prayer to Pelor
"May Pelor's blessing keep you safe from mishap."

He cast resistance on Glorb


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Godsday (Vernal Equinox), 4th day of Growfest, 594 C.Y.
Weather is cold with brisk winds out of the north in the morning, but warming up a bit in the afternoon, sky is clear with a few clouds.
Current time is about an hour after midday.

-------------------------------------------------

At Morrow’s suggestion, the crates barricading the door are removed, these being much heavier than the others in front of the secret door, the adventurer’s note idly. Beyond the double doors, which take a bit of work to loosen up on their hinges, is a corridor shrouded in heavy dust and wispy cobwebs that attest to its age and lack of use. However, whatever natural disaster has left this level of the catacombs in partial ruins has devastated this hallway as well, for about forty feet out a cave-in blocks the corridor. Still, it makes a handy refuge, especially given the nature of the trap that Glorb is going to try and disarm.

Verdan blesses the gnome then joins the others in the disused passageway, while Glorb goes to work on the trap. Though at first his is heartened by his success, the gnome is quickly lulled into a false sense of security by the clever design of the trap. By the time he realizes his mistake, it is too late! The trap explodes, sending fire and stone shrapnel flying in all directions!

Glorb’s Disable Device Check: 1d20 + 11 ⇒ (9) + 11 = 20 = Failure by more than 5!
Damage: 6d6 + 6d6 ⇒ (3, 1, 4, 5, 2, 5) + (6, 2, 6, 6, 2, 2) = 44 fire + piercing

----------------------------------------------

PC Condition:

Verdan - 49/50
Karieth - 44/44
Conri - 44/44
Joryn - 69/69
Glorb - 41/41 Reflex Save or take 44 damage!
Wakandah - 32/32
Reonnyn - 54/54
Morrow - 61/61

Combat Map

Combat Table

----------------------------------------------

OOC: Yikes! Glorb, I’m going to let you roll your own Reflex Save, as I don’t want to be the one that rolls that particular dice… Don’t forget your +1 thanks to Resistance, and since everyone else is well outside the blast radius of 20’ I won’t need any other saves.

Dark Archive

female Human (Touv) Wizardess - 7

Wakandah almost shrieks aloud, but she tries her best not to when the wall erupts in a fiery blast.
she tries to pay attention if anyone heard the sound and may be running towards them.
as a side note, since they have found so many secret doors, wakandah pulls out her wand, and alerts the others to its ability to allow her to locate and detect secret portals in an area for a limited time. so if we get to a place where we think there is one, but we cant find it, she will engage its powers and see what she can find for a 1 minute.

Spoiler:
(wand of detect secret doors, 1 minute per cast, 60 ft range)


Male halfling Swashbuckler 4/Warlock 6 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +6 / Ref: +9 / Will: +8 [+2 vs fear] | Speed: 30' | DR 1/cold iron | Attacks: +2 rapier +14/+9 to hit (1d4+3 damage); Eldritch Blast +13 to hit ranged touch (3d6+2 damage, range 250', x2)

Reonnyn curses loudly, his face filled with fear and concern for his new-found friend. "I have to see to Glorbe...if he is still alive," he waves off the others, "Wakandah has the right idea here. Whoever set that trap no doubt knows it was triggered, and would be on their way!"

Reonnyn will move back into the room and examine Glorbe to see if he is still alive. If so, he will use the Wand of CLW to bring him back to consciousness.


Init: +1 | AC: 19 / FF AC: 17 / Touch AC: 12 [with shield] OR AC: 17 / FF AC: 15 / Touch AC: 12 [without shield | Fort: +7 / Ref: +3 / Will: +6 | Speed: 30' | Favored Attack: Magical +1 Greatsword +11\+6 melee / 2d6+4 slashing damage / 19-20 (x2) crit | | Spell Save DC: 0 Level - 12; 1st Level - 13; 2nd Level - 14

Hearing the explosion Morrow quickly returns to Glorb. He kneels and activates his healing belt (1 charge) hoping that Glorb isn't dead. Probably true, but we can take a moment to heal Glorb some.

Wouldn't want to risk him being 1 point from death and dying while we check....

Healing Belt 1 charge: 2d8 ⇒ (3, 6) = 9


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

Verdan run to Glorb's side

Please don't be to late

Holding his holy symbol and placing a hand on of Glorb's head, he closes his eyes and prays

Pelor hear my prayer, let your Devine will heal this gnome

Cure Searious Wounds: 3d8 + 11 ⇒ (6, 5, 3) + 11 = 25x1.5 = 38

Cure Ser. Wounds + Healing (class) + Augment Healing + Empower Healing


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Godsday (Vernal Equinox), 4th day of Growfest, 594 C.Y.
Weather is cold with brisk winds out of the north in the morning, but warming up a bit in the afternoon, sky is clear with a few clouds.
Current time is about an hour after midday.

-------------------------------------------------

Glorb’s Reflex Save: 1d20 + 11 ⇒ (14) + 11 = 25 vs DC 14 = Success! No Damage taken! (Evasion Ability)

The explosive trap rocks the room, sending fire and shards of rock everywhere, but the nimble gnome is quick to react, and diving behind a crate manages to avoid being caught in the blast.

Glorb stands up and dusts himself off as the others move in to heal him, amazed that the bard was able to escape any harm whatsoever. The secret door opens easily now, revealing the chamber with the hidden elevator.

Unlike the empty shaft in the room just outside, this one has a hand-operated crank and pulley system that appears to draw the lift up and down, though currently the platform is resting about 50 feet down, as those with darkvision can attest. It has its own hand crank as well, so that one can manipulate the lift while riding it, and it seems as though it will likely be able to hold everyone if they don’t mind squeezing together. Nothing else can be seen down there, as everything is dark, and it is not possible to see beyond the narrow confines of the vertical shaft leading down. Raising the platform to the current floor level shouldn't pose much of a problem, though whether doing so might alert someone below is impossible to tell. If the explosion hasn't already done so, of course...

----------------------------------------------

PC Condition:

Verdan - 49/50
Karieth - 44/44
Conri - 44/44
Joryn - 69/69
Glorb - 41/41
Wakandah - 32/32
Reonnyn - 54/54
Morrow - 61/61

Combat Map

Combat Table

----------------------------------------------

OOC: Glorb didn’t even get scratched! A STR check will be required to manipulate the crank, but two of you can use it in tandem and so long as you can ‘Take 10’ to beat a DC of 15 it won’t post much difficulty. Let me know if you want to take any precautions or do anything else before raising the platform to carry your group down below.

Wakandah, just let me know when and where you want to use that wand and I'll let you do so. I don't want to presume you'll use it everywhere, since it has limited charges.


Init: +1 | AC: 19 / FF AC: 17 / Touch AC: 12 [with shield] OR AC: 17 / FF AC: 15 / Touch AC: 12 [without shield | Fort: +7 / Ref: +3 / Will: +6 | Speed: 30' | Favored Attack: Magical +1 Greatsword +11\+6 melee / 2d6+4 slashing damage / 19-20 (x2) crit | | Spell Save DC: 0 Level - 12; 1st Level - 13; 2nd Level - 14

"I that explosion didn't alert anyone around here nothing else will. Let's try to get that platform up here."

Who's strong? I've only got a 14 STR


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

I am not that strong only 12 STR, But I can assist


Male halfling Swashbuckler 4/Warlock 6 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +6 / Ref: +9 / Will: +8 [+2 vs fear] | Speed: 30' | DR 1/cold iron | Attacks: +2 rapier +14/+9 to hit (1d4+3 damage); Eldritch Blast +13 to hit ranged touch (3d6+2 damage, range 250', x2)

Reonnyn has an 8 STR, so he will leave it to the Big'Uns he he.


Max HP: 77 | AC: 23; T: 11; FF: 22 | INIT: +0 | FORT +11; REF +5; WILL +9 | Current Damage: -0 | Lay on Hands: 23/24 | Turn Undead: 5/6 | Spells: 2/1

I have a 14 as well.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Hmm... Well, we shall have to make rolls then! Could be interesting... :)


Init: +1 | AC: 19 / FF AC: 17 / Touch AC: 12 [with shield] OR AC: 17 / FF AC: 15 / Touch AC: 12 [without shield | Fort: +7 / Ref: +3 / Will: +6 | Speed: 30' | Favored Attack: Magical +1 Greatsword +11\+6 melee / 2d6+4 slashing damage / 19-20 (x2) crit | | Spell Save DC: 0 Level - 12; 1st Level - 13; 2nd Level - 14

"I can cast a spell to increase a person's strength, but it will only last for a few minutes. Joryn, I'll cast it on you and me, then we need to work this quick."

Cast Animalistic Power, +2 to STR, DEX and CON for 8 minutes each.


Max HP: 77 | AC: 23; T: 11; FF: 22 | INIT: +0 | FORT +11; REF +5; WILL +9 | Current Damage: -0 | Lay on Hands: 23/24 | Turn Undead: 5/6 | Spells: 2/1

"Let's be about it then."

Strength Check: 1d20 + 3 ⇒ (14) + 3 = 17


Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17

"Whew, that was close ..." Glorb says with relief as he stands up, unhurt from the flying debris and fire. He soon sees that all the companions are unhurt as well and quickly starts to inspect the elevator room.

As Joryn gets the job of using the cranck, Glorb starts humming an encouraging tune, hoping it will help in the task.

Try to Inspire Competence


Init: +1 | AC: 19 / FF AC: 17 / Touch AC: 12 [with shield] OR AC: 17 / FF AC: 15 / Touch AC: 12 [without shield | Fort: +7 / Ref: +3 / Will: +6 | Speed: 30' | Favored Attack: Magical +1 Greatsword +11\+6 melee / 2d6+4 slashing damage / 19-20 (x2) crit | | Spell Save DC: 0 Level - 12; 1st Level - 13; 2nd Level - 14

Do we still need to roll with both of us at 16 STR? If yes....

Strength Check: 1d20 + 3 ⇒ (7) + 3 = 10

Crap! With the inspire competence we total 29?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Between Morrow and Joryn - aided by Glorb's bardic magic - the two are easily able to get the platform up to ground level by cranking the heavy winch. The wooden deck is large, filling up the entire shaft, and the seven adventurers cram themselves aboard, with Karieth holding Conri in his arms. Glorb and Reonnyn are able to squeeze between the taller folk due to their diminutive size, which is the only reason that everyone is able to climb aboard the platform all at once.

There is another cranking mechanism in the center of the platform, and again Morrow and Joryn are able to use it in order to lower themselves down...

With Glorb's bardic magic, no need to roll and no further magic is needed, so Morrow can hold onto that spell. I will post up what you find below in another day or two. Any further actions being taken as you descend down the shaft? Obviously the platform blocks your view downward, at least until you exit the shaft into whatever room lies below.


Init: +1 | AC: 19 / FF AC: 17 / Touch AC: 12 [with shield] OR AC: 17 / FF AC: 15 / Touch AC: 12 [without shield | Fort: +7 / Ref: +3 / Will: +6 | Speed: 30' | Favored Attack: Magical +1 Greatsword +11\+6 melee / 2d6+4 slashing damage / 19-20 (x2) crit | | Spell Save DC: 0 Level - 12; 1st Level - 13; 2nd Level - 14

I'll just be crankin....


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

When we get to the bottom it might be an idea to be ready for an attack and spread out as soon as we can.


Max HP: 77 | AC: 23; T: 11; FF: 22 | INIT: +0 | FORT +11; REF +5; WILL +9 | Current Damage: -0 | Lay on Hands: 23/24 | Turn Undead: 5/6 | Spells: 2/1

Using a handcrank, turn turn turn


Male halfling Swashbuckler 4/Warlock 6 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +6 / Ref: +9 / Will: +8 [+2 vs fear] | Speed: 30' | DR 1/cold iron | Attacks: +2 rapier +14/+9 to hit (1d4+3 damage); Eldritch Blast +13 to hit ranged touch (3d6+2 damage, range 250', x2)

"Agreed," Reonnyn replies as he readies his blade, "No chance to be stealthy here, and this is a prime spot for an ambush."

Dark Archive

female Human (Touv) Wizardess - 7

Wakandah moves up, and scuffles the hair of Glorb and says "nice one there, trying to get attention or what? scaring all of the others like that. I mean, I knew you would be fine, but them, did you see how fast they ran thinking you were all dead and stuff and then they would need to stick a stake through your heart so you didnt come back as a zombie thing and eat their brains, and be all like a burnt peice of meat on the grill?. Whew is all I am saying is all."


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Godsday (Vernal Equinox), 4th day of Growfest, 594 C.Y.
Weather is cold with brisk winds out of the north in the morning, but warming up a bit in the afternoon, sky is clear with a few clouds.
Current time is about an hour after midday.

-------------------------------------------------

The platform descends into an open chamber, though the ceiling is only fifteen feet high, and so the adventurers are only able to see details of the room when they have passed about half the distance between the ceiling and the floor. Glorb and Reonnyn are the first to see the giant standing next to the platform, being at a better angle to see. Conri growls as the halfling and the gnome both gasp in alarm as they see the creature standing there, and though it stands menacingly close it makes no move to attack as the platform settles to the ground and the others are able to see it as well.

The creature is more than 8 feet tall and looks as though it was constructed from a grisly assortment of human body parts, many of them mismatched in gross fashion. Its body is stitched and bolted together in almost haphazard fashion and smells faintly of freshly dug earth and dead flesh. Metal bands seem to assist in holding it together, and its misshapen head stays attached to its shoulders by several thick cables that ring its skull and are set into a thick iron collar. One of its arms is replaced by a blade that is easily the size of a longsword, while the other arm ends in a huge metal claw.

Though it isn’t moving, its eyes are tracking you as the platform settles to the floor of the chamber. A few crates and barrels are stored here, and on the south side of the room the light of Verdan’s torch reveals yet another platform hanging above what must be another shaft leading downward. More water leaks from the wall behind the giant creature, dividing into two streams when it reaches the floor, one branch trickling into the gravel-filled hole beneath their platform and the other moving steadily to the west end of the room, passing through a gap beneath a door set into that wall. A pair of double doors can be glimpsed behind a small pile of crates in the southwest corner of the room, where the shadows are deep. A handcrank is set into the wall just to the north of their platform, and another can be seen set into the wall south of the other. There is also a smaller version on the other platform as well, in similar fashion to the one on their own.

Wakandah’s Knowledge (Arcana) Check: 1d20 + 16 ⇒ (11) + 16 = 27
Verdan’s Knowledge (Arcana) Check: 1d20 + 4 ⇒ (2) + 4 = 6
Morrow’s Knowledge (Arcana) Check: 1d20 + 7 ⇒ (10) + 7 = 17

Wakandah and Morrow both recognize the giant automaton is a flesh golem! Though the duskblade knows only that such monsters are difficult to destroy, the wizardess knows that adamantine weapons are particularly effective and magic like her own is very nearly useless against such creatures! She does know however that fire and cold magic will make the flesh golem sluggish and she recalls that electricity has the opposite effect, or something along those lines at least – if she recalls her studies correctly.

The giant glares at the adventurers as they spread out a bit, still unmoving…

----------------------------------------------

PC Condition:

Verdan - 49/50
Karieth - 44/44
Conri - 44/44
Joryn - 69/69
Glorb - 41/41
Wakandah - 32/32
Reonnyn - 54/54
Morrow - 61/61

Combat Map

Combat Table

----------------------------------------------

OOC: Any immediate actions? Please post them, if so.


Max HP: 77 | AC: 23; T: 11; FF: 22 | INIT: +0 | FORT +11; REF +5; WILL +9 | Current Damage: -0 | Lay on Hands: 23/24 | Turn Undead: 5/6 | Spells: 2/1

Seeing the creature, Joryn draws upon his Celestian granted sight to see into it's heart.

Using Detect Evil on it.


Male halfling Swashbuckler 4/Warlock 6 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +6 / Ref: +9 / Will: +8 [+2 vs fear] | Speed: 30' | DR 1/cold iron | Attacks: +2 rapier +14/+9 to hit (1d4+3 damage); Eldritch Blast +13 to hit ranged touch (3d6+2 damage, range 250', x2)

"By the Hells...what IS that thing?" Reonnyn hisses, his hand gripping the blade of his rapier. When told the usual magicks would have little effect against it he shivers in fear. "Why has it not attacked yet? Is it perhaps under orders not to?" He decides to scan the area with his eldritch sight, to see if there were any other magical presences here.
__________________

Reonnyn will scan the area with Detect Magic and with his Devil's Sight: Search: 1d20 + 2 ⇒ (18) + 2 = 20


M Human Duskblade 6/Abjurant Champion 4 | HP: 60/75 | AC:20/T:13 /FF:16 | Init:+1, MAB:+13/+8 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-3/3 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+15,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow stares at the monster, unsure what it is doing or not doing. Perhaps it is there to run the lift if one knew how to command it. He considers drawing a weapon, but stays ready as the group moves, or whatever they do.

Now doing anything provocative but ready to draw sword and attack if the golem does.

Dark Archive

female Human (Touv) Wizardess - 7

Wakandah responds to Reonnyn "Flesh Golem, created by magic, but magic doesnt work well in fighting it, though perhaps fire or cold will slow it down, dont electrify it though, it gets faster, i think, those may be backwards, or even opposites, or perhaps they all do nothing. but the metal of the dwarven deep diggers, adamantite, is good for piercing through its skin. it isnt moving perhaps it is set to guard specifically. interesting.
Who has the metal?

prepare support spells for the group, haste, magic armor, etc depending, in case i am not


M Human Duskblade 6/Abjurant Champion 4 | HP: 60/75 | AC:20/T:13 /FF:16 | Init:+1, MAB:+13/+8 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-3/3 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+15,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow hears the advice from the wizardess and stows his shield, pulling a wand from his haversack. Hopefully it wouldn't be needed....

Ready weapon is flaming longsword and Wand of True Strike. AC without the shield is 17.


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

Remembering that Altamaic said he was taken by orcs. He steps off the lift and says in Orc.
We are here to see the boss

And keeps walking but ready if it moves.


Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17

But what about Acid? Glorb wonders as he hears the warning from Wakanda. He draws the wand of Acid Arrows from his belt to have it easy at hand. Then he starts humming a heroic song from his homeland.

Inspire Courage


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Godsday (Vernal Equinox), 4th day of Growfest, 594 C.Y.
Weather is cold with brisk winds out of the north in the morning, but warming up a bit in the afternoon, sky is clear with a few clouds.
Current time is about an hour after midday.

-------------------------------------------------

Joryn doesn’t detect any aura of evil, and neither does Reonnyn sense any magic beyond that carried by the party. Morrow readies a grip on his sword, but doesn’t draw it as Wakandah speaks of the many formidable defenses enjoyed by golems. Glorb begins to sing a heroic song as he draws his wand and Verdan addresses the motionless creature directly.

Was it the song, or maybe Glorb drawing his wand? Was it Verdan’s direct speech to the golem or Wakandah’s listing aloud of its strengths and potential weaknesses? It is difficult to tell exactly why the golem grunts and moves to attack the party, but there is murderous intent reflected in its dark eyes as the party reacts to the sudden threat!

Initiative Rolls:

Golem’s Initiative: 1d20 - 1 ⇒ (6) - 1 = 5
Wakandah’s Initiative: 1d20 - 2 ⇒ (4) - 2 = 2
Verdan’s Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Morrow’s Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Joryn’s Initiative: 1d20 + 0 ⇒ (4) + 0 = 4
Glorb’s Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Reonnyn’s Initiative: 1d20 + 3 ⇒ (5) + 3 = 8

Wow! Wakandah and Joryn both managed to wind up slower than the golem! Karieth hasn’t posted for a month and half now, and I’d rather not NPC him, so I’ll just leave him out of the order and say there isn’t enough room for him to ply his bow and Conri can’t really do much either – though if the player shows up again I’ll just drop him at the top of the order. If the player is still absent by the end of the battle, I might have Karieth and Conri head back to Greyhawk for some reason or another. And apologies for the delay on my part. Life is still a bit crazy at the moment, and I’m heading out of town next week. Might be a couple weeks before I post again, though if everyone posts their actions quickly I will try and get one up over the weekend or on Monday.

----------------------------------------------

Bolded characters should post immediately! Those not bolded can do so, but know the golem is acting before your turn.

Combat Details:
Party is Inspired (+1 attack/damage) by Glorb

Verdan - 49/50
Glorb - 41/41
Reonnyn - 54/54
Morrow - 61/61
Golem - Unwounded
Joryn - 69/69
Wakandah - 32/32

Combat Map

Combat Table


Male halfling Swashbuckler 4/Warlock 6 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +6 / Ref: +9 / Will: +8 [+2 vs fear] | Speed: 30' | DR 1/cold iron | Attacks: +2 rapier +14/+9 to hit (1d4+3 damage); Eldritch Blast +13 to hit ranged touch (3d6+2 damage, range 250', x2)

A decidedly vile curse is uttered by Reonnyn as he quickly moves away from the action. "I think it was your song it doesn't like Glorb!" He remarks sardonically, "Let me try to distract it!" as he waves his blade at it sending a dark bolt of eldritch energy at it!

Move to the SE corner of the room.
Eldritch Blast, Ranged Touch: 1d20 + 12 ⇒ (11) + 12 = 23
Magical damage: 2d6 ⇒ (3, 2) = 5 Subject to SR.

___________

I know the Eldritch Blast won't affect it but it is good to get confirmation of this. Reonnyn will try to keep the rest of you guys alive with his wands.


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

Verdan takes a swing at the beast

Attack : 1d20 + 7 ⇒ (14) + 7 = 21

Damage : 1d8 + 1 ⇒ (5) + 1 = 6


M Human Duskblade 6/Abjurant Champion 4 | HP: 60/75 | AC:20/T:13 /FF:16 | Init:+1, MAB:+13/+8 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-3/3 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+15,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow curses the activation of the creature. He had hoped to have a little bit of room to use his wand before battle could start if it had to start.... He drops the wand and moves up to the creature, drawing his sword and activating its flames as he attacks with a two-handed grip on the sword.

Flaming Longsword 2-handed attack: 1d20 + 12 ⇒ (2) + 12 = 14
If that hits, Damage: 1d8 + 5 + 1d6 ⇒ (3) + 5 + (5) = 13


Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17

"So you do not like my song, you ugly heap of flesh!", Glorb says, "Then taste this!"

He points the wand towards the Golem and utters the magical words.


Stop singing. Use the wand.

Use Magic Device skill check: 1d20 + 18 ⇒ (8) + 18 = 26
Ranged Touch Attack: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 2d4 ⇒ (4, 3) = 7


Max HP: 77 | AC: 23; T: 11; FF: 22 | INIT: +0 | FORT +11; REF +5; WILL +9 | Current Damage: -0 | Lay on Hands: 23/24 | Turn Undead: 5/6 | Spells: 2/1

Joryn draws his blade and attacks the creature.

Attack Roll: 1d20 + 11 ⇒ (13) + 11 = 24
Damage Roll: 1d8 + 3 ⇒ (8) + 3 = 11


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Godsday (Vernal Equinox), 4th day of Growfest, 594 C.Y.
Weather is cold with brisk winds out of the north in the morning, but warming up a bit in the afternoon, sky is clear with a few clouds.
Current time is about an hour after midday.

-------------------------------------------------

Verdan reacts swiftly, swinging his heavy mace at the golem (Damage = 8 -5 [3]) and though he connects, the giant barely seems to feel the blow. Glorb uses the wand in hand to send a magical arrow of acid at the creature, which splatters directly into its chest, the green substance sizzling (Damage = 7) into its flesh. Reonnyn moves away from the intimidating creature (30’ movement to the SE) to hide among the crates in the corner and uses a blast of his eldritch power, but is stunned to see it have no effect at all on the golem! Morrow swings his longsword with a two-handed grip, but it slides off the thick hide of the golem as it raises one arm to deflect the duskblade’s blow.

The golem attacks in silence, which is just as intimidating as a bellowing minotaur, and its huge fists strike just as hard! Verdan is able to raise his shield just in time to deflect the blow, though the force of it numbs his forearm through the heavy wood, and Joryn has no chance to evade the golem’s fist, though it is only a glancing blow.

Combat Details:

Golem’s Berserk Chance (01): 1d100 ⇒ 16
Golem’s Targets (Verdan=1; Joryn=2; Morrow=3): 1d3 ⇒ 11d3 ⇒ 2
Golem’s Slam #1: 1d20 + 10 ⇒ (10) + 10 = 20 vs Verdan’s AC = Miss!
Damage: 2d8 + 5 ⇒ (7, 7) + 5 = 19
Golem’s Slam #2: 1d20 + 10 ⇒ (19) + 10 = 29 vs Joryn’s FF AC = Hit!
Damage: 2d8 + 5 ⇒ (1, 3) + 5 = 9

Joryn grunts as the golem strikes him, but draws his own blade and slashes at the monster. His strike is true (Damage = 11 -5 [6]), but again the creature seems to absorb some of the blow. Wakandah casts a spell that allows her allies to move much more swiftly (Haste)!

----------------------------------------------

Everyone may post your actions for Round 2 (though a couple of you will act after the golem).

Round 2:

Verdan - 49/50 (Hasted & Inspired)
Glorb - 41/41 (Hasted & Inspired) (Acid Arrow burning into Golem for 1 round)
Reonnyn - 54/54 (Hasted & Inspired) (Has Cover from crates)
Morrow - 61/61 (Hasted & Inspired)
Golem – Slightly Wounded
Joryn - 60/69 (Hasted & Inspired)
Wakandah - 32/32 (Hasted & Inspired)

Combat Map

Combat Table

----------------------------------------------

Verdan, your damage modifier should be +3 (+1 STR, +1 weapon and +1 morale bonus), and you get another +1 to attack rolls for the morale bonus to bring that to +8, I do believe. Let me know if I’m mistaken, though. And Glorb, I’m not sure I ever noticed that Acid Arrow spells bypass SR! Don’t forget to roll another 2d4 damage for that acid arrow you cast this round, which will continue to burn the golem in Round 2. Reonnyn, you are of course correct that the Eldritch Blast does not affect the golem. I had Wakandah cast Haste, as her last post indicated that was one of the buff spells she had in mind to cast. Everyone gets a +1 dodge bonus to AC/Reflex saves, +30’ movement (or 2x normal maximum) and one extra attack if you make a full round attack action. Everyone is also still Inspired by Glorb’s bardsong, gaining +1 morale bonus to attack/damage rolls and on saves vs charm/fear for 5 more rounds. I’m also just going to remove Karieth and Conri for the time being. I’m going to retro a bit and say that there is no hand winch on the platform and he volunteered to stay behind to work the winch set in the wall to lower you all down and get you all back out. If the player returns I’ll find a way to work him back into the game.


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

Verdan slides around the golem to get a better hit on it
5' step diagonal so he is on the top row by the head. trying to set up for a flank for someone
Verdan attacks the Golem
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Haste Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Haste Damage: 1d8 + 3 ⇒ (5) + 3 = 8

You are right, I did not add my Str and morale bonus to it, thank you for the catch


Max HP: 77 | AC: 23; T: 11; FF: 22 | INIT: +0 | FORT +11; REF +5; WILL +9 | Current Damage: -0 | Lay on Hands: 23/24 | Turn Undead: 5/6 | Spells: 2/1

Joryn will hold his position, acting as a shield to his allies still on the platform. He will attack the creature, hoping to land a more telling blow.

Attack Rolls: 1d20 + 12 ⇒ (16) + 12 = 281d20 + 12 ⇒ (11) + 12 = 231d20 + 7 ⇒ (13) + 7 = 20
Damage Rolls: 1d8 + 3 ⇒ (8) + 3 = 111d8 + 3 ⇒ (7) + 3 = 101d8 + 3 ⇒ (5) + 3 = 8


M Human Duskblade 6/Abjurant Champion 4 | HP: 60/75 | AC:20/T:13 /FF:16 | Init:+1, MAB:+13/+8 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-3/3 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+15,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow takes a quick step to surround the monster. Feeling the magic infusing him he continues slashing at the monster, hoping to do much better!
Full attack. The d6 is fire damage.

First Attack: 1d20 + 15 ⇒ (8) + 15 = 23
If that hits: Damage:: 1d8 + 5 + 1d6 ⇒ (4) + 5 + (3) = 12

Haste Attack: 1d20 + 15 ⇒ (14) + 15 = 29
If that hits: Damage:: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (6) = 18

Second Attack: 1d20 + 10 ⇒ (4) + 10 = 14
If that hits: Damage:: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (6) = 16

1 to 50 of 2,271 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Expedition to the Ruins of Castle Greyhawk [3.5 D&D] All Messageboards

Want to post a reply? Sign in.