| Darius Redgrave __ |
Darius ponders if it's a good idea to get closer to that tree thing. Probably not. But he does it anyway.
Sword: 1d20 + 11 ⇒ (16) + 11 = 271d8 + 4 ⇒ (1) + 4 = 5
| Foxy Quickpaw |
Darius gets through and manages to chip out some wood. Grergof continues with the rough work removing larger chunks of wood. Spugnoir sends the tree into an early winter.
What little is left of the tree grabs for Darius, while continuing to gnaw on Grergof.
Root AoO: 1d20 + 12 ⇒ (6) + 12 = 181d6 + 4 ⇒ (6) + 4 = 10
Root: 1d20 + 12 ⇒ (1) + 12 = 131d6 + 4 ⇒ (6) + 4 = 10
Root: 1d20 + 12 ⇒ (15) + 12 = 271d6 + 4 ⇒ (1) + 4 = 5
Bite: 1d20 + 14 ⇒ (20) + 14 = 342d6 + 9 ⇒ (4, 2) + 9 = 15
Root: 1d20 + 12 ⇒ (4) + 12 = 161d6 + 4 ⇒ (2) + 4 = 6
Confirm: 1d20 + 14 ⇒ (14) + 14 = 282d6 + 9 ⇒ (1, 4) + 9 = 14
Tree(74)
Abomentolor, Grergof, Spugnoir, Stam, Darius <--
| Brother Grergof Varsk |
I assume I got hit by the Root and the Bite, right? So 34 damage in two strikes. Or were the first roots aginst Darius so I only took the bite?
OUCH! Why are you even in this light forsaken place?
Raven's Head - Power Attack + DB + DJ: 1d20 + 21 - 4 + 1 + 1 ⇒ (17) + 21 - 4 + 1 + 1 = 36
Damage (Large) + Power Attack + DB + DJ: 1d10 + 9 + 8 + 1 + 1 ⇒ (7) + 9 + 8 + 1 + 1 = 26
Raven's Head - Power Attack + DB + DJ: 1d20 + 16 - 4 + 1 + 1 ⇒ (15) + 16 - 4 + 1 + 1 = 29
Damage (Large) + Power Attack + DB + DJ: 1d10 + 9 + 8 + 1 + 1 ⇒ (9) + 9 + 8 + 1 + 1 = 28
Raven's Head - Power Attack + DB + DJ: 1d20 + 11 - 4 + 1 + 1 ⇒ (18) + 11 - 4 + 1 + 1 = 27
Damage (Large) + Power Attack + DB + DJ: 1d10 + 9 + 8 + 1 + 1 ⇒ (9) + 9 + 8 + 1 + 1 = 28
Finally getting his arms free Grergof finally gets some good strikes in.
As he attacks he refreshes himself with his divine power
LoH: 7d6 ⇒ (6, 5, 2, 2, 3, 3, 3) = 24
| Foxy Quickpaw |
Grergof kills the tree, and then hits it twice more just to be sure about it.
Slightly hidden at the side of the door stands a large chest. Looking inside it seems like all the stuff of those who stumbled over this entrance and were defeated.
- 99 pp, 687 gp, 70 sp
- Bloodstone (35 gp)
- Deep Blue Spinel (90 gp)
- Sardonyx (40 gp)
- Topaz (500 gp)
- Masterwork Hide (165 gp)
- Masterwork Light Steel Shield (159 gp)
- Masterwork Shortspear (301 gp)
- Caster's Shield (3153 gp)
- 2 x Oil of Light (cr, 25 gp)
- Potion of Cure Light Wounds (cr, 50 gp)
- Potion of Magic Fang (cr, 50 gp)
- Potion of Virtue (cr, 25 gp)
- Ring of Swimming (2500 gp) (design provides clue to function)
- Scroll of Entangle (cr, 25 gp)
- Shortsword (+1 weapon) (2310 gp)
- Wand of Detect Evil (cr, 750 gp)
| Brother Grergof Varsk |
Grab the stuff and let’s go on.
He looks at the door full of sharp points.
Someone want to check that. The points make me think they will slam into The person opening them.
| Foxy Quickpaw |
The bladed door itself is a powerful deterrent to trespassers, and the decapitated skeletons of would-be heroes and failed aspirants to undeath litter the ground around the portal. Constructed from the cursed blades of hundreds of fallen crusaders, the entrance has a foul reputation among Whispering Way cultists, though rumors of the doors’ sentience are overstated by those unaware of the secret switch that deactivates the trap.
Trap: 1d20 + 20 ⇒ (1) + 20 = 213d8 + 3 ⇒ (7, 8, 5) + 3 = 23
Spugnoir confirms in a very painful way that the door is indeed trapped. Yet he fails to notice how it is triffered, or disabled.
| Brother Grergof Varsk |
Do it, I don't relesh bashing it down
| Foxy Quickpaw |
(E2) The crumbled remains of a collapsed belfry litter the eastern side of the once-fine tessellated floor of this ruined processional, the shards of broken bells protruding at sharp angles from the rubble. A half-collapsed archway reveals a massive congregational chamber in the darkness beyond. The faint hint of whispered murmurs pervades the stale air like leathery bat wings.
Through a passage you can see indise. (E4) Hundreds of skulls decorate carved stone columns in macabre arrangements, casting their dead gazes over this empty chamber. High overhead, intricate buttresses like crooked, bony fingers support a massive vault, and the walls alternate between rich panels of aged wood and collapsed stonework piled floor to ceiling. A fresh, bloody smear stains the floor between the broken pews, leading to a chamber to the west.
| Spugnoir2 |
Just a sec Before they go in, Spugnoir prepares.
Spugnoir drinks Shield (+4 AC) This is what I got for people. I suggest the Communal Stoneskin
1.Shield(used),CLW,Shield,Targeted Bomb,True Strike,Enlarge Person(used),Increased Awareness
2.See Invisible(used),Cure Moderate Wounds,Lesser Restore,Barkskin,Lesser Restore,Invisibility
3.Haste,Heroism(used),Cure Serious Wounds,Resist Energy-Communal,Haste
4.Restoration,Death Ward,Death Ward,Restoration
5.Communal Stoneskin,Empty
Spugnoir also applies Ghost salt to his bullets.
Perception: 1d20 + 18 ⇒ (19) + 18 = 37
I hear whispers! Got a haunt!
| Brother Grergof Varsk |
Perception: 1d20 + 13 ⇒ (13) + 13 = 26
Well lets get rid of it then.
Grergof steps forward a few paces and starts to scan the area to see if he can locate the haunt.
Detect Evil
| Foxy Quickpaw |
As the haunt activates, Darius starts to gag. As he bends down he pukes out thousands of flesh eating beetles.
Init Darius: 1d20 + 3 ⇒ (3) + 3 = 6
Init Stam: 1d20 + 6 ⇒ (9) + 6 = 15
Init Spugnoir: 1d20 + 6 ⇒ (9) + 6 = 15
Init Abomentolor: 1d20 + 13 ⇒ (13) + 13 = 26
Swarm: 1d20 + 2 ⇒ (7) + 2 = 9
Abomentolor, Spugnoir <--
Swarm
Grergof, Darius
| Spugnoir2 |
AC 17/12/15 (25/18/21 with mutagen,Shield spell)
Saves F12/R12/W9 9 Fear Poison Immune
Weapon in hand:
Special effects: ,Heroism Extract (+2 saves/attack/skills),See Invisible (130 Minutes),Shield (+4 AC)
Bombs:13/19
Get him into the north room and out of here! Spugnoir drops two fire bombs on the swarm
Fire Bomb,PBS,Precise,Touch: 1d20 + 17 ⇒ (1) + 17 = 187d6 + 5 ⇒ (4, 3, 4, 2, 1, 3, 5) + 5 = 27
Fire Bomb,PBS,Precise,Touch: 1d20 + 13 ⇒ (5) + 13 = 187d6 + 5 ⇒ (4, 6, 1, 2, 3, 1, 6) + 5 = 28
| Darius Redgrave __ |
Darius flees the swarm, which works only partly, as the insects cling to his robes, his legs and the last ones still falling out of his mouth. The old man doesn't look good.
| Abomentolor Goblinburner |
Abomentolor throws a fireball into the lobby of the cathedral.
Burn DC20: 10d6 ⇒ (2, 6, 5, 2, 2, 6, 4, 6, 3, 5) = 41
| Brother Grergof Varsk |
Grergof turns and reaches out calling forth his divine energy to put this haunt to rest.
It is time to rest Spirit. Go and bother this world no more!
LoH Attack: 1d20 + 19 ⇒ (9) + 19 = 28
LOH Damage: 6d6 ⇒ (5, 3, 5, 6, 5, 2) = 26
| Foxy Quickpaw |
As the haunt whispers in Grergof's ear he suddenly is disgusted by the raven head in his hand.
Antipathy Spell DC23
Abomentolor, Darius, Grergof, Spugnoir <--
Haunt
| Darius Redgrave __ |
Feeling a little better Darius casts a spell to get rid of that haunt.
Touch: 1d20 + 10 ⇒ (17) + 10 = 27
Heal, for 130 points of positive energy.
| Brother Grergof Varsk |
Well this will be interesting. Shall we go?
| Foxy Quickpaw |
Spugnoir heroically points the way for Grergof to lead. Rickety wooden stairs spiral around the inner perimeter of this tower. A huge bell of cracked bronze lies in the middle of the floor, long fallen from its mounts high above.
As the paladin enters the belfry a flaming arrow hits him from above.
Bow: 1d20 + 19 ⇒ (2) + 19 = 211d8 + 7 + 1d6 ⇒ (5) + 7 + (2) = 14
| Brother Grergof Varsk |
Feeling the arrow clank off his armor, Grergof charges up the tower stairs, running a few inches above the stairs. (Air walk up to where ever the arrow came from) not stepping on the steps, but not making it obvious that he is running on air.
try to close to the shooter.
| Abomentolor Goblinburner |
Abomentolor tries a fireball. It can't only be bugs that burn here.
Fireball DC20: 10d6 ⇒ (4, 4, 3, 2, 3, 5, 1, 4, 1, 3) = 30
| Darius Redgrave __ |
"You don't expect me to get up all those stairs and then even fight on them, do you?"
Darius holds up his holy symbol and shouts "Go back where you came from!"
Dismissal DC19 CLC: 1d20 + 13 ⇒ (14) + 13 = 27
| Brother Grergof Varsk |
So is it gone? Should I go check up there for anything more?
| Foxy Quickpaw |
A check of the tower shows no other creatures. Towering four stories above the cathedral’s ground floor, this bell tower is ringed with the cathedral’s characteristic blades. Unlike some belfries, the apex of the tower is closed, and perforated only with narrow slits in the stonework that measure 4 inches wide, spaced along a narrow wooden walkway. It's a wonder that the group didn't get shot while outside.