Brother Grergof Varsk |
While the others heal, Grergof steps through the door trying to keep the witch from getting away.
Foxy Quickpaw |
To no ones surprise the witch hasn't waited for someone to follow. A pair of large windows in this study look out upon the terrace. Through a large double door one gets on this terrace and is outside. The witch is nowhere seen.
A layer of soil covers this outdoor terrace, teeming with small flowering trees and shrubs. A stone table with twin benches sits by the eastern balcony, next to a small herb garden.
Foxy Quickpaw |
Spugnoir opens the door to the east. A massive canopy bed dominates this chamber, next to a comfortable seating area centered around an ornate rug. Twin dressers stand on either side of the bed, and paintings of the Ustalavic countryside hang on the southern wall.
As that is without with, Spugnoir moves on and searches the rest (F17). A sturdy, if spartan, bed, dresser, and table with a single chair occupy each of these small bedrooms. Obviously guest rooms. One has an empty coffin next to the bed.
Brother Grergof Varsk |
She may be invisible, or flying up above waiting for us. Grergof says as he quickly looks out the closest window trying to see what he can see. Then ducks back as soon as he sees if the witch is flying around.
Darius Redgrave __ |
"We tend to not bring out the talky side in people, do we?" Darius tells, while walking out ofn the terrace. "There is this other building, we haven't visited yet."
Would be nice, if Darius could point to it from here, but it's on the opposite side of the building (F12).
Darius Redgrave __ |
"After you." Darius politely leaves the lead to someone else.
"One more thing. We didn't properly search these rooms for a proper compensation for out efforts."
Foxy Quickpaw |
In the Library
The books and scrolls on the table also hide a libram on transformative blood magic. The book is also a spellbook, and contains the following wizard spells: clone, horrid wilting, insanity, iron body, transformation, and vision.
In the lab
In addition to the vials of lich dust, the bubbling cauldron in the fireplace is a cauldron of brewing. It contains a half-completed batch of what you can't definitely tell off your head.
There are rearch notes, and beneath them are four scrolls of protection
from evil. Finally, a small, elaborate glass vial sits in a velvet lined coffer on the table, containing just two or three drops of a golden fluid.
Brother Grergof Varsk |
Grab what you can. I think we still have to search more. We still are missing the information on where the way is. Surely that information must be here someplace.
Grergof stands watch as the others search.
Brother Grergof Varsk |
12 Years is quite a find. But we are not looking for that right now. Has anyone found any more information on the Whispering Way? If not we may have to go back to the basement.
Darius Redgrave __ |
"There are some papers about bloodbrew elixier. Sounds like doping for vampires. But nothing about The Way."
"Where in the basement shall we look? Did we miss something there?" Barius inquires, going through his memories.
There is one room left (F28) and the way further to F23 and past, and F33 and past you also didn't investigate in detail.
Stam Truthfinder |
"This spell book contains spells I don't have but could use and copy then possibly sell maybe." Stam says picking the book up and putting it in his pack. "A few rooms below then the other out building like Darius says." Stam tightens his pack and picks up his quarter staff ready to move out.
Brother Grergof Varsk |
Lets go down.
Grergof leads the group down to see if they can find anything in the basement.
Foxy Quickpaw |
The rank smell of blood fills this dark chamber, overlain by the even stronger scent of garlic emanating from several cloves strung inside the doors. Four bodies lie prostrate on the slightly slanted floor. Blood and other fluids drain from several hollow sticks perforating their skin, trickling through individual troughs to collect in large basins against the back wall.
This room once served as an embalming chamber for bodies buried in the abbey’s catacombs. One of the basins near the far wall is filled with water rather than vampiric humors, and contains several severed heads floating within.
Guarding over the scene are four humanoids completely made of wood, whose arms end in sharpened stakes.
You're at the door, and still have the option to simply close it again.
Init Darius: 1d20 + 3 ⇒ (7) + 3 = 10
Init Stam: 1d20 + 6 ⇒ (12) + 6 = 18
Init Spugnoir: 1d20 + 6 ⇒ (6) + 6 = 12
Enemy: 1d20 + 3 ⇒ (18) + 3 = 21
Enemy: 1d20 + 3 ⇒ (15) + 3 = 18
Enemy: 1d20 + 3 ⇒ (16) + 3 = 19
Enemy: 1d20 + 3 ⇒ (16) + 3 = 19
Grergof(surprise) <--
Wood Golem, Wood Golem, Wood Golem
Grergof, Stam
Wood Golem
Spugnoir, Darius
Brother Grergof Varsk |
Grergof charges and smashes his flail into the first golem.
Adamantine Flail + DB - PA + FF + Charge: 1d20 + 19 + 3 - 4 + 4 + 2 ⇒ (16) + 19 + 3 - 4 + 4 + 2 = 40
Damage + DB + PA: 1d10 + 8 + 3 + 12 ⇒ (6) + 8 + 3 + 12 = 29
I'm not letting these dangerous things stay here!
AC 27 due to charge.
Foxy Quickpaw |
Grergof temporarily changes his profession to wood cutter. The wooden golems swarm and stab him. The one he hits also answers the heavy hit with a barrage of splinters.
Stab: 1d20 + 12 ⇒ (5) + 12 = 172d6 + 4 ⇒ (3, 5) + 4 = 12
Stab: 1d20 + 12 ⇒ (8) + 12 = 202d6 + 4 ⇒ (6, 5) + 4 = 15
Stab: 1d20 + 12 ⇒ (5) + 12 = 172d6 + 4 ⇒ (2, 4) + 4 = 10
Stab: 1d20 + 12 ⇒ (4) + 12 = 162d6 + 4 ⇒ (5, 1) + 4 = 10
Stab: 1d20 + 12 ⇒ (3) + 12 = 152d6 + 4 ⇒ (3, 4) + 4 = 11
Stab: 1d20 + 12 ⇒ (17) + 12 = 292d6 + 4 ⇒ (2, 2) + 4 = 8
Splinters DC14: 6d6 ⇒ (1, 6, 2, 4, 1, 2) = 16
Reflex Save for half
Wood Golem, Wood Golem, Wood Golem
Grergof, Stam <--
Wood Golem
Spugnoir, Darius
Brother Grergof Varsk |
Reflex: 1d20 + 9 ⇒ (2) + 9 = 11
Grergof goes to work turning the animated monsters into expensive firewood. Meanwhile his armor absorbs most of the hits until one golem splinters right in his face.
As he bashes away he starts to sing softly to himself.
Oh I’m a lumberjack and I’m ok,
I sleep all night and I work all day.
Adamantine Flail + DB - PA + FF: 1d20 + 19 + 3 - 4 + 4 ⇒ (12) + 19 + 3 - 4 + 4 = 34
Damage + DB + PA: 1d10 + 8 + 3 + 12 ⇒ (1) + 8 + 3 + 12 = 24
Attack 2
Adamantine Flail + DB - PA: 1d20 + 14 + 3 - 4 ⇒ (17) + 14 + 3 - 4 = 30
Damage + DB + PA: 1d10 + 8 + 3 + 12 ⇒ (6) + 8 + 3 + 12 = 29
Confirm Crit from improved Crit: 1d20 + 14 + 3 - 4 ⇒ (13) + 14 + 3 - 4 = 26
Crit Damage: 1d10 + 8 + 3 + 12 ⇒ (8) + 8 + 3 + 12 = 31
Attack 3
Adamantine Flail + DB - PA: 1d20 + 9 + 3 - 4 ⇒ (2) + 9 + 3 - 4 = 10
Damage + DB + PA: 1d10 + 8 + 3 + 12 ⇒ (1) + 8 + 3 + 12 = 24
Then he quickly refreshes himself as he bashes away.
LOH + Greater Mercy: 6d6 + 1d6 ⇒ (1, 6, 5, 4, 2, 4) + (6) = 28
Spugnoir2 |
AC 17/12/15 (21/14/17 with mutagen) (+25/18/21 with mutagen and shield spell)
Saves F11/R11/W7 9 Fear Poison Immune
Weapon in hand:Mace+1
Special effects: Mutagen ,Heroism(+2 saves,attack,skills),Shield spell(+4 AC)
Bombs:5/18
Spugnoir throws two fire bombs at a golem, making sure not to harm his allies
Fire Bomb,PBS,PS,Touch,Precise: 1d20 + 17 ⇒ (4) + 17 = 216d6 + 6 ⇒ (2, 3, 1, 5, 6, 5) + 6 = 28
Fire Bomb,PBS,PS,Touch,Precise: 1d20 + 13 ⇒ (17) + 13 = 306d6 + 6 ⇒ (3, 1, 5, 4, 3, 2) + 6 = 24
Darius Redgrave __ |
Darius tries if his rusty sword skills are any good against those.
Sword: 1d20 + 11 ⇒ (20) + 11 = 311d8 + 3 ⇒ (7) + 3 = 10
Confirm: 1d20 + 11 ⇒ (8) + 11 = 191d8 + 3 ⇒ (2) + 3 = 5
Foxy Quickpaw |
The wood golem goes up in flames. Now it's a charcoal golem. Darius also manages to do some wood carving.
This gives the wood golem another target.
@Darius
Stab: 1d20 + 12 ⇒ (10) + 12 = 222d6 + 4 ⇒ (6, 4) + 4 = 14
Stab: 1d20 + 12 ⇒ (3) + 12 = 152d6 + 4 ⇒ (4, 6) + 4 = 14
@Grergof
Stab: 1d20 + 12 ⇒ (16) + 12 = 282d6 + 4 ⇒ (1, 2) + 4 = 7
Stab: 1d20 + 12 ⇒ (5) + 12 = 172d6 + 4 ⇒ (5, 5) + 4 = 14
Also both golems throw splinters, now that so many enemies are in sight.
Toothpick attack: 6d6 ⇒ (5, 6, 2, 3, 3, 2) = 21
Toothpick attack: 6d6 ⇒ (2, 1, 1, 2, 3, 5) = 14
DC14 Reflex for half
Wood Golem(10), Wood Golem
Grergof, Stam <--
Wood Golem(52)
Spugnoir, Darius <--
Brother Grergof Varsk |
Reflex: 1d20 + 9 ⇒ (6) + 9 = 15
Reflex: 1d20 + 9 ⇒ (14) + 9 = 23
Stay back, They can barely breach my armor. No need to make others get hurt.
Adamantine Flail + DB - PA + FF: 1d20 + 19 + 3 - 4 + 4 ⇒ (1) + 19 + 3 - 4 + 4 = 23
Damage + DB + PA: 1d10 + 8 + 3 + 12 ⇒ (1) + 8 + 3 + 12 = 24
Attack 2
Adamantine Flail + DB - PA: 1d20 + 14 + 3 - 4 ⇒ (4) + 14 + 3 - 4 = 17
Damage + DB + PA: 1d10 + 8 + 3 + 12 ⇒ (1) + 8 + 3 + 12 = 24
Attack 3
Adamantine Flail + DB - PA: 1d20 + 9 + 3 - 4 ⇒ (12) + 9 + 3 - 4 = 20
Damage + DB + PA: 1d10 + 8 + 3 + 12 ⇒ (9) + 8 + 3 + 12 = 32
Then he quickly refreshes himself as he bashes away.
LOH + Greater Mercy: 6d6 + 1d6 ⇒ (2, 1, 6, 3, 3, 2) + (4) = 21
Spugnoir2 |
AC 17/12/15 (21/14/17 with mutagen) (+25/18/21 with mutagen and shield spell)
Saves F11/R11/W7 9 Fear Poison Immune
Weapon in hand:Mace+1
Special effects: Mutagen ,Heroism(+2 saves,attack,skills),Shield spell(+4 AC)
Bombs:4/18
Spugnoir throws one fire bomb at the damaged one, making sure it doesn't hurt his allies
Fire Bomb,PBS,PS,Touch,Precise: 1d20 + 17 ⇒ (17) + 17 = 346d6 + 6 ⇒ (2, 2, 2, 3, 1, 3) + 6 = 19
Darius Redgrave __ |
Darius feel confidence swelling up in him after that blow to the golem. He steps to the next and slashes at it with his longsword.
Sword: 1d20 + 11 ⇒ (5) + 11 = 161d8 + 3 ⇒ (5) + 3 = 8
Sword: 1d20 + 6 ⇒ (3) + 6 = 91d8 + 3 ⇒ (8) + 3 = 11
But the confidence doesn't last long.