
G.M.E.W. |

Nothing down here. The Chamber is relatively clean, except for the crumbled statue. The stairs lead upwards to the balcony which is lined with stone doors. The inner gates stand 15 feet tall and are adorned by bas-reliefs depicting dwarven heroes and complicated machinery. A complex carving of stone and metal depicting toothed gears spans the two gates 3 feet up from the floor. The Gates are obviously locked.

![]() |

"How do we get in then? And where's Desimire? He can't have gotten past that thing, so I'm guessing he's here somewhere. Let's hurry up and find him!"
Fizz leads the charge up stairs to search through the first room he finds.

![]() |

Ryster peers around as they move deeper into the structure.
Perception: 1d20 + 15 ⇒ (6) + 15 = 21 +2 more if stone cunning is applicable.
He keeps peering, feeling he is distracted.
Perception: 1d20 + 15 ⇒ (9) + 15 = 24 +2 more if stone cunning is applicable.
Perception: 1d20 + 15 ⇒ (17) + 15 = 32 +2 more if stone cunning is applicable.

![]() |

G.M.E.W. |

Sorry about the delay
@ Osric,
Stairs are aonly 5ft wide. Is Grim Squeezing up or stay down?
Fizz, Bizz and Beaky make it to the top of the stairs can see two doors, one to the north and the other to the south. A balcony stretches over the floor below to the other side of the tower.
Initiative:
Osric: 1d20 + 7 ⇒ (6) + 7 = 13
Ryster: 1d20 + 6 ⇒ (18) + 6 = 24
Fizz: 1d20 + 0 ⇒ (14) + 0 = 14
Bizz: 1d20 + 5 ⇒ (9) + 5 = 14
Bad Guys: 1d20 + 4 ⇒ (18) + 4 = 22
Perception:
Osric: 1d20 + 16 ⇒ (20) + 16 = 36
Ryster: 1d20 + 15 ⇒ (9) + 15 = 24
Fizz: 1d20 + 2 ⇒ (17) + 2 = 19
Bizz: 1d20 + 12 ⇒ (12) + 12 = 24
Cultist: 1d20 + 14 + 20 ⇒ (20) + 14 + 20 = 54
Initiative:
Ryster: 24
Fizz: 14
Bizz: 14
Osric: 13
Lets get things into initiative order while you are on the hunt.

![]() |

Let's go let's go! Fizz ol' sod, try that one over there, Haha! Bizzle points to the first door he sees. The one leading to C6.

![]() |

Fizz follows Bizz's directions and leads the way to the first door, throwing it open!

![]() |

Osric gets Grimtooth to squeeze upstairs and follows the others, covering the rear of the party.
-Posted with Wayfinder

G.M.E.W. |

Ryster decides to cover the bottom of the sitars to prevent an ambush from behinds as the rest of the party moves forward.
As Grim finally makes it through the tight stair case his hair goes up on his back and he gives a low mean growl. Just then two masked figures appear out of nowhere as they fire off blots at Osric.
Sneak attacks from invisible
Attack 1: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Damage 1: 1d8 + 4d6 ⇒ (8) + (3, 4, 2, 4) = 21
Attack 2: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Damage 2: 1d8 + 4d6 ⇒ (4) + (3, 1, 5, 4) = 17
Now Visible the men call out for aid and the door tot he south flies open revealing a emaciated figure, like a horned human skeleton smothered within a bone-tight hide of slimy leather. In its hands it holds a wicked looking longspear. Behind it some of you can see a well dressed Cheliaxian with a smug sneer on his face.
Initiative:
Bold May act
Ryster: Delay
Fizz: 14
Bizz: 14
Osric: 13
Cultists
Demon
Tancred

![]() |

Osric tries to muffle a shout as the first arrow takes him in the side. He doesn't do too well.
Clutching at his wound for a second he mutters:
"Desimire."
He calls to Grimtooth:
"Grim, attack!" pointing at the demon.
He then draws his bow and waits for the others to act before picking a target.
-Posted with Wayfinder

Grimtooth the Wolf |

Scratch that. Grim will tackle the nearer cultist, we'll say that's because Osric is mad at being shot. Then Fizz and Bizz can still get into melee.
Grim steps in and snaps at the cultist.
FE humans at +2.
Bite 1: 1d20 + 15 ⇒ (8) + 15 = 23
Damage : 1d8 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Bite 2: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d8 + 12 ⇒ (1) + 12 = 13
If either hits, a trip attempt!
Trip: 1d20 + 15 ⇒ (11) + 15 = 26
-Posted with Wayfinder

![]() |

"Hee-ya!" Fizz maneuvers Beaky towards the demon, asking the Lord Smiad to help him in this fight!
Cast grace as a swift action so as not to provoke an AoO from the longspear-wielding demon or the cultists (although it sounds like they're holding ranged weapons now).
+1 dragon-bane greatsword power attack: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
damage: 2d10 + 13 ⇒ (3, 4) + 13 = 20
Beaky will bite at the cultist.
bite: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
damage: 1d6 + 1 ⇒ (1) + 1 = 2
Will probably smite the demon next round and focus on that until I can get to Desimire and smite him as well.

![]() |

RTA, PBS, Haste, DA: 1d20 + 15 + 1 + 1 - 2 ⇒ (12) + 15 + 1 + 1 - 2 = 27
Damage, Cold Iron: 1d12 + 8 + 1 + 4 ⇒ (12) + 8 + 1 + 4 = 25
Ryster climbs the stairs, sees the demon, and fires at it!
Sorry for the delay, was away this weekend, attending to a family medical issue.

![]() |

I hope everyone is OK now Ryster.
Osric unleashes a fusillade of cold iron arrows, aiming to clear the way to their main target.
Attack demon first, then cultists in turn, closest to farthest. Attacks include favored enemy bonuses for humans please add 2 if evil outsiders or deduct if appropriate. Point blank shot, deadly aim, neg level, haste and holy damage all rolled. Foregoing Rapid shot.
Attack 1: Manyshot: 1d20 + 20 ⇒ (3) + 20 = 23
Damage arrow1: 1d8 + 13 + 2d6 ⇒ (5) + 13 + (3, 4) = 25
Damage arrow 2: 1d8 + 13 + 2d6 ⇒ (3) + 13 + (5, 1) = 22
Hasty Puddin': 1d20 + 20 ⇒ (4) + 20 = 24
Damage: 1d8 + 13 + 2d6 ⇒ (1) + 13 + (1, 1) = 16
Attack 2: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 1d8 + 13 + 2d6 ⇒ (4) + 13 + (3, 1) = 21
Attack 3: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d8 + 13 + 2d6 ⇒ (1) + 13 + (4, 2) = 20
-Posted with Wayfinder

G.M.E.W. |

Despite the surprise assault by the cultists the party's response quickly turns the tide of the battle in their favor.
Beaky, with the gnomes perched atop, rushes at the demon. The combination of Fizz's powerful strike and three of Osric's arrows bring down the demon while Ryster's blast and one more of Osric's arrows destroy the closest cultist.
The Party can here Tancred curse as the demon falls but the foul languages quickly turns to arcane and a field of black writhing tentacles burst up from the floor quickly twisting and pulling at your legs
Grapple: 1d20 + 14 ⇒ (6) + 14 = 20 crappy roll :(
Laughing the remaining cultist withdrawals to the other side of the walkway and around a corner.
Initiative:
Bold May act
Ryster: 23
Fizz: 14
Bizz: 14
Osric: 13
Cultists
Tancred
I'll finish updating the map soon.

![]() |

Beaky leaps away from the tentacles and closes on Desmire at Fizz's call! "By the Lord Smiad, you'll pay for your evil ways!"
Smite evil on Desimire. +4 deflection to AC, +4 attack, +9 damage, bypass DR (if he has any).
+1 dragon-bane greatsword power attack: 1d20 + 13 + 4 ⇒ (9) + 13 + 4 = 26
damage: 1d10 + 13 + 9 ⇒ (4) + 13 + 9 = 26
+1 dragon-bane greatsword power attack: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27
damage: 1d10 + 13 + 9 ⇒ (7) + 13 + 9 = 29
Beaky bites at the bumbling bad-guy!
bite: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d6 + 1 ⇒ (2) + 1 = 3

![]() |

Osric taps his armor, activating its magical fly spell. He rise 15' into the air.
He orders Grimtooth to stay.
-Posted with Wayfinder

![]() |

Wheee! This is so much fun, charging around on ol' Beaky! A funny sight, two gnomes on a bird, isn't it? Bizzle casts Hideous Laughter on the enemy! DC 21 Will

![]() |

Ryster squints down the barrel of his muzzle, then fires at Tancred.
RTA, PBS, Haste: 1d20 + 15 + 1 + 1 ⇒ (18) + 15 + 1 + 1 = 35
Damage: 1d12 + 7 + 1 ⇒ (6) + 7 + 1 = 14
After firing, he uses his hastened speed to move out of the tentacles.

G.M.E.W. |

The bullet slams into the man's shoulder knocking him backwards and on to the ground where he lays there not moving.
I'm going to call the fight since there is only a single rogue with no more potions of Invisibility and no one to flank with.
Now do you guys want to try and bypass the large metal door that leads into the lost dwarven city or do you want to hold your ground?

![]() |

Ryster shoulders his musket and smiles. "Is he still alive? Shouldn't we try to keep him alive, if possible?"
Ryster moves over and checks Tancred.
Heal: 1d20 + 7 ⇒ (9) + 7 = 16
If he is alive, Ryster will tie him up and stabilize him with a tap from a healing wand. 1d8 + 1 ⇒ (3) + 1 = 4
Afterwards, he peers at his companions. "Should we try to open the door?"
If everyone wants to, Ryster will try to open the door. T20 for Perception for 35 (37 in stone), looking for traps, then try to open the door. Disable: 1d20 + 20 ⇒ (15) + 20 = 35

![]() |

Fizz lets out a cheer as the man falls. He quickly dismounts and helps Ryster subdue the man, making sure to put string around his fingers so he can't cast, as well as some dirty rags in the man's mouth.
"If you think you can get in, go ahead! Otherwise, we were sent here mostly to stop Thurl and Desimire, right? And secure the location? There are other smarty-pants at the Society who can figure it out, I'm sure!"

G.M.E.W. |

He is alive and now he is conscious (he was at -1). He remains silent and refuses to talk to anyone.
Ryster notices that carved faces of Dwarven heroes the decorate the door are actually part of a massive trap that would have filled the entire bottom level in caustic acid. He is easily able to bypass the trap and then the lock. With a mighty push the party opens the doors to the long lost Sky Citadel of Jormurdun!
That wraps up the scenario! Great job everyone. Even with a small table you did awesome. I'll work on getting the chronicles out today or tomorrow.
I'm away interested to hear any questions, comments, or complaints about my GMing style so feel free to post them here or send them to me in a PM.
Thanks for playing!

![]() |

Great game! I always have fun playing Fizz, even when he doesn't get to slay a dragon or rescue a damsel in distress. Thanks GM!