Abomentolor Goblinburner |
"Only for you big guys." Abomentolor replies snickering. "So that is your weak spot? You're not wearing protection against an uppercut into the family jewels?"
Foxy Quickpaw |
It seems like the doomsday lock doesn't have any powers beyond being annoying. The door is reduced to a little powder and the plate which is the doomsday lock falls to the floor.
The walls of the room behind the door are decorated with complex frescoes of a crowd of people in a queue, waiting to talk to a blindfolded old man who stands twice as tall as everyone else. Various prophecies, represented by strips of parchment scribbled with words, erupt from the tall man’s gaping mouth and fly up to the sky and all over the landscape. The room is dimly lit by four braziers in the corners of the room.
Brother Grergof Varsk |
Religion to decode the murals: 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26
Well that spell is faster and quieter then my way.
He looks around the room then if nothing seems off asks.
Anyone want to pick a direction?
Foxy Quickpaw |
To the North it is. (C8) The plastered walls of this room bear an incredibly realistic mural of the interior of a ruined cathedral, portrayed such that one who stands in the center of the room perceives the chamber to be much vaster than its actual size. Archways to the north, south, and east appear to be freestanding stone arches that look almost like strange portals, while to the west a fourth archway provides access to a flight of stairs leading down.
DC15 Will Save or be nauseated for 1d2 rounds
Also there is one of those ugly abominations that seems to guard the room. This one looks like an oversized green crab with a rock formation on its back. But the creature is negligent and doesn't notice the intruders immediately.
Init Darius: 1d20 + 3 ⇒ (18) + 3 = 21
Init Spugnoir: 1d20 + 6 ⇒ (7) + 6 = 13
Init Abomentolor: 1d20 + 13 ⇒ (11) + 13 = 24
Enemy: 1d20 + 10 ⇒ (1) + 10 = 11
Abomeltolor, Darius, Grergof, Spugnoir <--
Qlippoth
Brother Grergof Varsk |
Will - LD: 1d20 + 15 - 2 ⇒ (16) + 15 - 2 = 29
Thanks! That will help!
Grergof speeds over to the crab and smashes a huge overhand slam at it.
Adamantine Flail + DB - PA + FF - LD + Haste: 1d20 + 24 + 4 - 4 + 4 - 2 + 1 ⇒ (7) + 24 + 4 - 4 + 4 - 2 + 1 = 34
Vital Strike + DB + PA: 2d10 + 10 + 4 + 12 ⇒ (6, 10) + 10 + 4 + 12 = 42
Then he takes a second to heal himself
Loh + GM: 6d6 + 1d6 ⇒ (4, 2, 1, 2, 6, 2) + (4) = 21
AC 28 for this round due to haste
Spugnoir2 |
HP 104/110
AC 17/12/15 (21/14/19 with Mutagen)
Saves F13/R13/W9 9 Fear Poison Immune
Weapon in hand:
Special effects:Heroism(+2 attack/skills/saves) Level drain(-2 attack, skills,Saves),See invisible (150 minutes)
Bombs:19/21
Spugnoir BLAMS the nasty
Musket+1: 1d20 + 13 ⇒ (2) + 13 = 151d12 + 1 ⇒ (2) + 1 = 3
Musket+1: 1d20 + 13 ⇒ (11) + 13 = 241d12 + 1 ⇒ (11) + 1 = 12
Unfortunately, one barrel jams and a nasty sound is heard Broken condition
Darius Redgrave __ |
Darius hurries over to get a stab in before Grergof lays waste to the creature.
Holy Sword: 1d20 + 10 + 5 ⇒ (20) + 10 + 5 = 351d8 + 2 + 5 + 2d6 ⇒ (3) + 2 + 5 + (4, 6) = 20
Confirm: 1d20 + 10 + 5 ⇒ (12) + 10 + 5 = 271d8 + 2 + 5 + 2d6 ⇒ (2) + 2 + 5 + (2, 2) = 13
Brother Grergof Varsk |
As the thing steps away from him, Grergof follows.
Step up Feat... I didn't get to use it against the Lich, but I'll sure use it now.
Grergof Smashes at the creature while it is distracted with the spell casting.
Adamantine Flail + DB - PA - LD + Haste: 1d20 + 24 + 4 - 4 - 2 + 1 ⇒ (7) + 24 + 4 - 4 - 2 + 1 = 30
Damage + DB + PA: 1d10 + 10 + 4 + 12 ⇒ (3) + 10 + 4 + 12 = 29
See I'm learning better how to fight all these spell casters!
Fort - LD: 1d20 + 17 - 2 ⇒ (8) + 17 - 2 = 23
Then he opens up on the Crab who is very conveniently right next to him.
Adamantine Flail + DB - PA + FF - LD + Haste: 1d20 + 24 + 4 - 4 + 4 - 2 + 1 ⇒ (16) + 24 + 4 - 4 + 4 - 2 + 1 = 43
Damage + DB + PA: 1d10 + 10 + 4 + 12 ⇒ (6) + 10 + 4 + 12 = 32
Adamantine Flail + DB - PA - LD + Haste: 1d20 + 19 + 4 - 4 - 2 + 1 ⇒ (1) + 19 + 4 - 4 - 2 + 1 = 19
Damage + DB + PA: 1d10 + 10 + 4 + 12 ⇒ (3) + 10 + 4 + 12 = 29
Adamantine Flail + DB - PA - LD + Haste: 1d20 + 14 + 4 - 4 - 2 + 1 ⇒ (4) + 14 + 4 - 4 - 2 + 1 = 17
Damage + DB + PA: 1d10 + 10 + 4 + 12 ⇒ (8) + 10 + 4 + 12 = 34
Haste Attack
Adamantine Flail + DB - PA - LD + Haste: 1d20 + 24 + 4 - 4 - 2 + 1 ⇒ (10) + 24 + 4 - 4 - 2 + 1 = 33
Damage + DB + PA: 1d10 + 10 + 4 + 12 ⇒ (5) + 10 + 4 + 12 = 31
Abomentolor Goblinburner |
Abomentolor tries if he can roast the thing and casts shocking grasp.
Defeensive: 1d20 + 19 - 2 ⇒ (4) + 19 - 2 = 21
Touch: 1d20 + 10 ⇒ (9) + 10 = 1913d6 ⇒ (1, 2, 2, 1, 2, 3, 5, 1, 4, 5, 5, 5, 5) = 41
CL: 1d20 + 13 ⇒ (18) + 13 = 31
Spells Used: 7th(1) 6th(3) 4th(3) 3rd(2)
Spugnoir2 |
HP 104/110
AC 17/12/15 (21/14/19 with Mutagen)
Saves F13/R13/W9 9 Fear Poison Immune
Weapon in hand:
Special effects:Heroism(+2 attack/skills/saves) Level drain(-2 attack, skills,Saves),See invisible (150 minutes)
Bombs:18/21
Spugnoir throws a holy bomb and the golem chucks one as well
Holy Bomb,PBS,PS,LD: 1d20 + 15 ⇒ (7) + 15 = 228d6 + 6 ⇒ (5, 5, 1, 2, 2, 1, 5, 1) + 6 = 28
Golem Bomb: 1d20 + 15 ⇒ (2) + 15 = 178d6 ⇒ (5, 4, 4, 2, 1, 3, 4, 3) = 26
Element: 1d4 ⇒ 3 Electrcity
Brother Grergof Varsk |
Well at least these things seem to fall as fast as the Undead, even if I can't hit them as hard.
He looks around to see what is in the room or if there is any loot.
Perception - LD: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32
Abomentolor Goblinburner |
"Not specifically those. But generally I've seen these uglies since our old group entered that building." Abomentolor explains.
"I wonder what we do wrong. Why don't we get heaven or hell to fight on our side? It's always those guys that turned b&~&**% crazy that have support from whatever planes."
Brother Grergof Varsk |
I guess I’ve always seen myself as Heavens representative taking care of monsters…. So in a way helen is fighting them.
Abomentolor Goblinburner |
"Yeah, I know we'll hand them their asses. And a lot of it thanks to your persuasive use of the flail. But you get my idea, right? I have no clue whom to ask to get a dozen crazy ass monsters to guard my home."
"Not that I wanted that kind. But I got really powerful over time and still I don't even have an idea how they do that. Darius turns himself into a winged guardian, but he also brings no holy army to help out. Did I miss something by not visiting mage school?" The gnome is really pissed that some wannabe villain - who is clearly going to lose his life soon - has that and he doesn't.
Darius Redgrave __ |
"I could call an army. How many heavenly soldiers do you need? Thing is, you have to pay them. And their service is very expensive. Especially if it is for personal gain. If it's for Iomedae's bidding I might get off easy in this regard. usually it's not worth the effort. We do well enough on our own, don't you think?"
"Let's move on, that monsters won't kill themselves."
Foxy Quickpaw |
The obvious way to go is to the door in sight. (C9) This room’s furnishings reveal it was once an apothecarium, although the smells of herbs and spices are long gone today. Alchemical equipment lies under layers of dust.
Although the bulk of the items kept here have long since crumbled away to dust, a search of the room gathers up various valuable components such as gemstone dust, bits of gold, and finely crafted tools worth a total of 1,200 gp. And there is something that might be one of the greatest treasures to be found in the dungeon. Sitting idly forgotten on a shelf near the northwest corner of the room is a nondescript black stone, that Spugnoir easily identifies: a philosopher’s stone.
Brother Grergof Varsk |
That last part about raising the dead, could be most useful.
Do we head back and keep clearing out this floor or do you want to look more here?
Spugnoir2 |
A thousand pounds of lead becomes about 50,000 worth of gold. Hmm..Raising ourselves from the dead. Maybe I can think of an implant that I can insert that activates if we die and brings us back.
Brother Grergof Varsk |
I was actually thinking what happens if Father Redgrave dies. He's the one that can do the healing.
Darius Redgrave __ |
"You're right. At my age you have to plan for the worst. But in that case, do the spells work at all?" Darius jokes.
"I take it you didn't go for the blessing to raise dead yourself then?"
Brother Grergof Varsk |
I have never been blessed that way. Most of my blessings have been given for me to destroy evil.
Maybe it’s something I should pray about…
Besides ultimate Mercy (which I don’t have the Cha) for, is there a way for Paladins to raise dead?
Darius Redgrave __ |
"It might be worth it, if you want to make sure in case I'm refusing to raise someone for being dead myself. It's interesting how unpopular death and staying dead has become." Darius jokes.
"Shall we move on?" he suggests as this junk room bears nothing of interest for non.alchemists.
Brother Grergof Varsk |
Isn't there another hallway back there?
We don't know about the stairs down to B5 I think right?
I think we have seen some stairs up and down. Mr. Goblinburner do you know what is up or down from here?
Abomentolor Goblinburner |
"I don't remember. But it for sure wasn't important if it's upstairs. Further down I haven't been."
"But there is another way we didn't go on this level." (C7)
Brother Grergof Varsk |
We both agree we missed something, let’s go back there
Foxy Quickpaw |
The missing room is almost the same as the room before. A decoration with a surprising effect, a stair down and that crab like monster.
The plastered walls of this room are decorated with images of an endless series of exceptionally realistically painted torch-bearing pillars receding off into the horizon, giving the chamber the optical illusion of being far larger than it actually is. A flight of stairs descends to the north, the painting incorporating the stairwell in such a way as to make the stairs appear to descend into a particularly wide pillar.
The first time (and only the first time) a creature enters this room, it must make a DC 15 Will save to resist a momentary feeling of vertigo from the brief impression that it has stepped into an infinitely large empty room. Those who succeed at the save recover almost at once, but those who fail are staggered for 1d4 rounds.
Init Darius: 1d20 + 3 ⇒ (7) + 3 = 10
Init Spugnoir: 1d20 + 6 ⇒ (20) + 6 = 26
Init Abomentolor: 1d20 + 13 ⇒ (17) + 13 = 30
Enemy: 1d20 + 10 ⇒ (4) + 10 = 14
Abomentolor, Grergof, Darius <--
Monster
Spugnoir
Abomentolor Goblinburner |
Will Save: 1d20 + 10 ⇒ (2) + 10 = 12
To speed the dying of that ugly thing up, Abomentolor casts a quickened Haste on the party and dim doors Grergof right next to it.
Only then he notices the vertigo effect of the paintings. "Woah, can someone make the room stop moving?"
Spells Used: 7th(1) 6th(3) 4th(4) 3rd(3)