| Dolgrin Jorthvall |
@GM, concerning the Duergar Barbarian : In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it.
Will Save vs channel: 1d20 + 6 ⇒ (2) + 6 = 8
Dolgrin cursed when the negative energy struck him. He summoned forth an acid dart, hoping to further unbalance the barbarian.
Acid dart ranged touch attack vs barbarian: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
| Ebenezer Pyke |
will save: 1d20 + 7 ⇒ (14) + 7 = 21
EB regains his senses and grits his yellowed teeth as another wave of negative energy washes over him. He cackles loudly and visits misfortune upon the barbarian.
Move action= cackle
Std action= misfortune (DC 17)
Dmg taken: 4 sonic burst + 3 1st channel+ 1 2nd channel = 14/22hp
| DM Stylz |
I will ignore the reflex save since the damage you just did will down him :)
Round 3:
Dolgrin: create pit (10 damage) acid dart
Marv: atk miss (4 damage) go
Binx: go
Cleric: (5 damage + prone + misfortune)
Eb: (4 damage) misfortune
Triba: go
Barbarian: DEAD
Dolgrin fires a dart of acid at the fuming barbarian. It easily hits the enemy, burning him. His wounds are too great and he falls. Eb looks at the lone dwarf, and causes shivers to run up his spine. The chills take hold, and the cleric is unsure about himself.
cleric will: 1d20 + 7 ⇒ (3) + 7 = 10
| DM Stylz |
Round 4:
Dolgrin: (10 damage) go
Marv: (4 damage) go
Binx: DMPC done
Cleric: (10 damage + prone + misfortune) spiritual wpn
Eb: (4 damage) go
Triba: DMPC done
will evil eye: 1d20 + 5 ⇒ (10) + 5 = 15
Eb, cackles, as he enjoys seeing the enemy flail around on the ground. He then stares at the dwarf, causing him to become a little less difficult to hit.
Triba, pokes at the man again with her weapon, hoping to end this fight sooner rather that later. She easily hits the prone target, causing another wound to open up.
DMPC Triba: 1d20 + 9 ⇒ (15) + 9 = 241d6 + 4 ⇒ (1) + 4 = 5
Binx, knowing that getting into melee is not his strong sit, lobs a ball of acid at the dwarf. Unfortunately, between the attack from Triba, and the dwarf failing on the ground the ball of acid burns the the grease around the enemy and that is all.
The dwarf, who is flailing on the ground, in a last ditch effort, tries to cast a spell, for he knows geting up would not be smart.
DMPC: 1d20 + 1 - 4 - 4 ⇒ (14) + 1 - 4 - 4 = 71d3 ⇒ 3
cast def DC 19 : 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
He manages to get the spell off, and a mace appears right behind Triba and attacks her.
spiritual weapon: 1d20 + 3 ⇒ (2) + 3 = 51d8 + 1 ⇒ (6) + 1 = 7 vs AC 19
| DM Stylz |
Round 4:
Dolgrin: (10 damage) go
Marv: (4 damage) done
Binx: DMPC done
Cleric: (17 damage + prone + misfortune) spiritual wpn
Eb: (4 damage) go
Triba: DMPC done
Marvin takes two shots, the first one clangs against the ground, while he adjusts for the second shot and hits the dwarf in the leg. You see blood stating to pour out at a faster rate now, he isn't feeling too well.
| Dolgrin Jorthvall |
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Combat stuff
Per the Falling Rules, if he deliberately jumps down he only gets 1d6 non-lethal damage if he fails a DC 15 acrobatics check, or no damage if he succeeds. Whatever the outcome, he will not fall prone, as you need to take lethal damage from a fall for that
DC 15 acrobatics: 1d20 - 3 ⇒ (16) - 3 = 13 non-lethal damage: 1d6 ⇒ 4
Warhammer attack: 1d20 + 7 + 4 - 4 ⇒ (17) + 7 + 4 - 4 = 24 +4 for attacking a prone target, -4 for doing non-lethal damage
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
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Dolgrin jumped into the pit with the cleric, intend on ending this fight.
He swung hard at the prone duergar, but he tried to not make it a lethal blow.
Thought it would be nice to leave one alive, so we can maybe hear what this place was supposed to be ^_^ And if more duergar were planning on coming this way.
| Dolgrin Jorthvall |
A few moments later the pit Dolgrin created slowly rises back up and disappeared as if it had never been there.
"Anyone got some rope? This one's just knocked out. Thought it would be useful to get some information about this place while we're at it."
Waiting for the rope, Dolgrin weaved some divine magic to close his wounds.
Cure Moderate Wounds (converted from Groundswell): 2d8 + 3 ⇒ (8, 2) + 3 = 13
Thackery Binx
|
I have a couple castings of infernal healing left as well. :-)
Binx sets about examining the Duergar bodies.
Sorry for the silence, everyone. I've been going through some schedule changes at work + just finished visiting the in-laws.
| Dolgrin Jorthvall |
Remember one of them isn't a body yet, doesn't mean you can't search the cleric ... and I just forgot, Dolgrin has rope himself.
Dolgrin searched the Duergar cleric, specifically looking for his holy symbol and taking it away from him before he tied him up.
"Let's see if there still is anything else in this room."
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
| DM Stylz |
The party regroups, healing is passed around if needed. Dolgrin, strips the dwarven cleric of his holy symbol so nothing unexpected happens.
On the two foes, the group finds: masterwork mace, masterwork warhammer, 2 suits of masterwork breastplate, silver holy symbol of Duergar god, and a heavy iron key.
presuming you open strong lockbox
Dolgrin, takes the key and inserts it into the strong lockbox in the corner. He rotates it, and he hears a click, the tops pops ajar. Upon lifting the lid Dolgrin sees something he had only heard about in stories. He sees a beautiful piece of adamantite ore, rough weight would be about 1 pound, maybe a little more, but perfect as a specimen required for the scavenger hunt.
| Dolgrin Jorthvall |
"There still were some doors left in the previous room, but then I think we're done here. I think we have enough time to check those areas before this guy here wakes up again. Would be interesting knowing where exactly they found this beautiful nugget."
| DM Stylz |
Your group heads towards the only area left to explore. You prepare to open the doors, and once inside you are stunned...it is a mediocre dining hall. A few tables, a handful of chairs, and a thorough search yields nothing new. Upon arriving back where the prisoner is held you see him start to stir, not trying to escape his bonds...yet. (essentially at 0 and stable)
| Dolgrin Jorthvall |
Dolgrin goes to stand over the Duergar and starts speaking with a slight sarcastic tone. "Good mornin' sunshine. Care to tell us what this place is we happened to wander into?"
If anyone is better at the interrogation game, be my guest ;) as Dolgrin is very skill deprived .... ^_^
| Dolgrin Jorthvall |
Dolgrin walked over to the rest of the group and whispered "Anyone more versed in the art of interrogation? Doesn't seem like he's going to talk to me."
| Triba |
Triba gives Dolgrin a pat on the shoulder, going over to the dwarf. "Listen now, there's two ways you're getting out of this. One of those is a nice way, and I'd rather have it be that way, but that depends on if you answer our questions."
Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13
| Dolgrin Jorthvall |
Apparently our good friend Eb has intimidate, and I also think our orc'ish friend who left us had intimidate ... Don't have the time for it right now, but I was thinking of going through the whole topic listing all the stuff we have found (not related to the scavenger hunt) so we know what we have to sell once we get out of here.
Thackery Binx
|
I got nothing, sorry. Let's see if our resident face can save the day. :-)
| Ebenezer Pyke |
I doubt I can beat Triba's 22 but...
Eb peers down at the dark dwarf and smacks his lips together. He calls over to the others, grinning Get the pot boiling. I feel like making some stew.
intimidate: 1d20 + 6 ⇒ (3) + 6 = 9
...unfortunately the end result is more comical that frightening.
| DM Stylz |
Eb tries his hand at intimidation but he gets the same silence as the others.The dwarf stays stone silent, speaking would be a fate worse than death. No matter what you say or do...he is silent.
whether you kill him or not you get the same outcome.
The group rests up, everybody regains spells, get back to full HP and gain 2 levels !! :) :)
The ruins are cleared and you can go back to check whatever rooms you wish. Let me know when you plan to actually leave the caves and ate all leveled and ready
| Dolgrin Jorthvall |
Working on leveling up to level 5 and going through all the posts from the start to see what we all found in the dungeon. Will make a list in the discussion topic. Funny thing is, I think we had the key for the chest in the protected room (the one opened by the onyx figurines) in our possession since the room where we found the cloak of resistance... as we found the following item there : an onyx key radiating a moderate conjuration aura .... It's what happens when we don't keep track of our stuff ;)
On another note, if one of the arcane spellcasters could prepare ray of frost as a cantrip, then we could also check out the "brown mold" room with the 2 skeletons which we passed by, before leaving.
Thackery Binx
|
How about we clear the "brown mold" room while waiting for the others to finish leveling. I should be able to kite it with ray of frost and take it down with little effort. Does that encounter need to be played out, or can we handwave it?
| DM Stylz |
We can handwave it, since it was more a nuisance trap than an actual encounter.
Binx, feeling invigorated and knowledge opening up in his mind, remembers that cold kills brown mold. He enters the room, and little by little, takes out all the brown mold on the room.
Among the various debris are two skeletons. One is wearing a magical cloak, and magical ring.
Thackery Binx
|
Spellcraft take10 for a 23, then bring back to the group
| Dolgrin Jorthvall |
Interesting finds for such a moldy room :)