GM Dennis
|
Despite the distraction Harada provides, Carson is unable to connect.
The green dretch steps forward through the purple goo, which seems to have stopped yielding so easily to them since the man fell, to attack Harada.
Bite: 1d20 + 4 ⇒ (6) + 4 = 10
Ouch!: 1d4 + 1 ⇒ (4) + 1 = 5
------
Initiative (again!):
Grel and Harada may act.
Harada "The Hammer"
|
Harada assaults the green dretch, leaving orange for Carson.
the smashy end: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
damage: 1d10 + 4 ⇒ (8) + 4 = 12
the pointy end: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
damage: 1d6 + 2 ⇒ (2) + 2 = 4
Grel Veldgott
|
elemental slam, flank, power attack: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
damage, pa: 1d6 + 11 ⇒ (6) + 11 = 17
correction on summon duration 4/6, not 7 total
mw ci warhammer, flank: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
damage: 1d8 + 2 ⇒ (5) + 2 = 7
ranged attack: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 4d6 ⇒ (2, 2, 3, 4) = 11
GM Dennis
|
Grel's earthen friend plows the orange dretch under with a mighty strike. Grel, meanwhile, summons and hurls a disc of stone that neatly cleaves the head off of green!
The lone remaining dretch moves carefully through the grease, striking at Grel.
Acrobatics: 1d20 + 0 ⇒ (18) + 0 = 18
Claw!: 1d20 + 4 ⇒ (17) + 4 = 21
Ouch!: 1d4 + 1 ⇒ (2) + 1 = 3
-----
Initiative (again!):
Whole party may act.
Harada "The Hammer"
|
Harada tries to finish off the last creature before stepping back.
smashy face: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
damage: 1d10 + 4 ⇒ (5) + 4 = 9
poke: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
damage: 1d6 + 2 ⇒ (3) + 2 = 5
Grel Veldgott
|
The elemental will move down and strike the last monster.
slam, power attack: 1d20 + 8 ⇒ (17) + 8 = 25
damage, pa: 1d6 + 11 ⇒ (4) + 11 = 15
mw ci warhammer: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d8 + 2 ⇒ (1) + 2 = 3
GM Dennis
|
Grel and Harada combine to destroy the final remaining Dretch. Out of combat.
As the heat of battle fades, you notice a disturbing detail about the corpse before you: the man's flesh seems torn, and seems to be falling partially off his frame. Beneath this torn surface you can see what looks like a humanoid worm that was inhabiting this body!
At the bottom of the pit you see a huge diabolical altar, stained with years of blood and currently covered in purple goo. In the room before you stands a table upon which you find drawings and diagrams of some sort of portal, showing a wormlike humanoid stepping through what looks very much like the sacrificial pit in the adjacent room. You also find a rough map of Saringallow with arrows and drawings of mites scribbled on it, along with some notes.
Along the wall stand six cabinets.
Grel Veldgott
|
Grel peers into the space first with his Spirit Sense and then with a cast of Detect Magic.
He looks over the cabinets if he doesn't find an invisible monster.
perception: 1d20 + 11 ⇒ (9) + 11 = 20
GM Dennis
|
Grel finds no monsters, invisible or otherwise. The shelves inside the cabinet are devoid of magic, but they are neatly labeled and full of records of all sorts. You are easily able to locate the records you seek.
As you examine the records you went to such lengths to recover, you hear a groaning sound as the walls shudder. It appears this old house has finally given up the ghost! If you ever want to see the outside of this place again, then it's time to hustle out of here!
The encounter consists of several obstacles to overcome, as you make your escape from the crumbling house. To overcome an obstacle, each PC must first choose one of two strategies, each of which requires a successful saving throw, ability check, or skill check. Any PC who has chosen the same check type as another PC can voluntarily take a –2 penalty on her check to give a +2 bonus on the other PC’s check. Multiple PCs can help the same character.
Suddenly, a particularly powerful jolt sends several of the cabinets falling away from the wall! Reflex save to jump out of the way, or Strength check to hold it up.
Verathis L. Adrazek
|
Knowledge (plains): 1d20 + 8 ⇒ (5) + 8 = 13
As the group studies the papers Verathis mentions, "We should check on the people the mites where sent to. The Vermleks plans might have gone further then the notes indica... Was that the walls?"
Reflex to jump: 1d20 + 3 ⇒ (20) + 3 = 23
Grel Veldgott
|
strength: 1d20 + 2 ⇒ (14) + 2 = 16
GRRRRR. Hurry, I'll hold it up if i can. Grel braces agains the cabinets hoping he's strong enough to keep it from crushing us.
GM Dennis
|
Verathis is quick to doge a falling cabinet. Despite Grel and Harada's best efforts to hold up the collapsing furniture, however, Carson is unable to avoid all of the debris on his way out the door.
Carson bludgeoning damage: 1d3 ⇒ 2
You have time to do up to one full-round action between obstacles.
As you run from the collapsing records room back toward the basement, the dying and panicking mites trapped in the demon’s bile web blindly grab at you. Acrobatics check to tumble past them, or an Escape Artist check to wriggle past them.
Grel Veldgott
|
I was hoping to just barrel over them. Here goes nothing! Grel presents his most graceful self.
acrobatics: 1d20 - 2 ⇒ (13) - 2 = 11
GM Dennis
|
Carson and Verathis nimbly weave their way through the small, grasping hands. It's a near thing, but Grel also manages to slip by them. Harada, on the other hand, is not so lucky. He has to fight his way through, all the while being scratched and pulled by sticky, grubby mite fingers.
Harada damage: 1d3 ⇒ 3
Emerging back into the flooded cellar, you can see the water roiling, the floating barrels erratically bobbing and colliding, making movement very difficult. To dive under them, please make me a Constitution check. To slip to the side, please make a Swim check.
GM Dennis
|
Carson gets pinched between two bobbing barrels, which knock the wind out of him for a moment. Eventually he's able to make it to the far stairs, however.
Carson bludgeoning damage: 1d3 ⇒ 3
Those stairs, however, were not in good shape before the house begain to shake apart; now they are downright precarious! To scramble quickly up them before they can collapse, please make a Climb check. To tread lightly and carefully choose your steps, please make a Perception check.
Grel Veldgott
|
I am... not fast. Grel tries to find solid stones quickly but not rushing.
perception: 1d20 + 11 ⇒ (13) + 11 = 24
Grel Veldgott
|
Wet and hurting Carson slowly follows the others up the stairs.
[dice=Perception] d20 + 7
"I hate this place."
my man Carson is getting beat up!
Haste is not speed, Carson. Take your time and we'll get out of here. Grel reassures him.
GM Dennis
|
You all manage to make it safely up the stairs, avoiding crumbling patches and loose boards. At the top, you find a scene of chaos as a stream of frenzied rats blocks the way out! To herd them away, make a Knowledge (nature) or Handle Animal check. To tough out the situation and wade through the rats, make a Fortitude saving throw.
Last one! Carson, don't forget to post your reporting info in the discussion tab.
Grel Veldgott
|
Offering -2 for Verathis's +2
kn nature: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Follow me, they'll stick to the walls. Grel goes down the middle.
GM Dennis
|
Carson seems to have snapped, fleeing from the crumbling manor without taking any care to avoid the rats. He ends up wth some bites, but makes it out the door in one piece, thanks to some help from Harada.
Carson bludgeoning damage: 1d3 ⇒ 2
They barely step foot out the back door, following Grel and Verathis, when the whole house comes tumbling down behind them. When the dust clears, nothing is left of manor or its sordid history but a pile of rubble.
-----
"I can't say I'm sorry to see that terrible old house reduced to rubble." Mayor Trinelli says, after you have made your report to her and received your promised compensation. "I'm so glad you were able to get the records out before it fell, though had I known how dangerous it was I would never have asked you to go. Still, your bravery means a lot to the people of this town. It will take quite a while for our collective wounds to heal, but these records will go a long way toward providing the closure many families have been missing for generations. Thank you, on behalf of everyone in Saringallow."
That's the end! I'll get your chronicle sheets posted shortly in the discussion thread. I'm happy to answer any lingering questions you might have about the story.