| Brother Grergof Varsk |
The earth creature you summon seemed to work on it, your magic is not as useless as you think. Maybe there are other things like that you can do if we run into another stitched togetger creature.Grergif whispers back trying to raise Stans spirits.
| Stam Truthfinder |
"This has been a taxing day and my mental and physical reserves are getting low. I could alter my spells but that will be the last of my physical stamina for the day, I know a pit spell that I could trap a beast in for a short period of time. I will continue with my spells as they are, maybe my little rock friend will come back to help again."
Stam invites Grergof to lead the way again.
| GM Foxy |
Spugnoir unlocks the door with ease as if he had the matching key. Opening the door you find the producing part of the factory. This chamber occupies a whole side of the building, from the cellar level below up to the roof high above. Seven iron vats, each ten feet across, occupy the majority of the room. Furnaces fuel the vats at cellar level, while at the ground floor level a series of planks have been laid across the vats to allow passage to a ladder that leads to an iron walkway on the level above. Two ladders also allow access from the planks to the floor below. The air in the chamber is cloying and acidic.
You must make a DC 12 Fortitude save every round you spend in this chamber or be nauseated by the acidic fumes for 1 round.
Eight mongrelmen wearing cloth breathing masks attend the vats in this chamber. Heavily scarred by acid, they are even more horrid in appearance than most mongrelmen. Five of them are tending to the vats and the fires. Three are standing there ordering the others around and guarding - obviously as they turn towards you with their clubs charging.
Behind the door is a platform (10 foot above cellar level) 5foot in and 10foot wide. To the right is a ladder down. The ladder up further to the right leads from the cellar level up to 2nd floor. There is a balcony - like a corridor missing the wall on one side that leads along a couple of doors in an L-shape. Walking onto the rim of one of the vats (and on over the planks and further vats) is also possible as they are the same height as you're standing but forces acrobatics rolls and falling into one of the vats might lead to serious problems.
| Brother Grergof Varsk |
Grergof steps inside and to the side of the door.
Fort: 1d20 + 9 ⇒ (12) + 9 = 21
Then he simply says:
Leave peacefully and you are free to go. Attack and you wil be killed.
Then he stands there ready to defend himself if thing turn violent.
Full Defense
| Brother Grergof Varsk |
I have s bad feeling about this. If they attack, can anyone push the one on the vat into it from range?Q
Scan the approaching men for Evil.
Ready action:
If attacked retaliate in kind:
Heavy Flail - Power Attack + Furious Focus: 1d20 + 10 - 2 + 2 ⇒ (2) + 10 - 2 + 2 = 12
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (9) + 6 + 6 = 21
| Stam Truthfinder |
fort save: 1d20 + 4 ⇒ (3) + 4 = 7
"your brethren left with no issues please do the same."
Stam then leans over and vomits from the fumes
diplomacy : 1d20 + 13 ⇒ (17) + 13 = 30
-Posted with Wayfinder
| Brother Grergof Varsk |
Fort: 1d20 + 9 ⇒ (16) + 9 = 25
Ready action:
Grergof smacks the next one who comes up the ladder to attack him.
Heavy Flail - Power Attack + Furious Focus: 1d20 + 10 - 2 + 2 ⇒ (1) + 10 - 2 + 2 = 11
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (5) + 6 + 6 = 17
| GM Foxy |
The next one comes up. This time Grergof's swing misses and the Mongrelman whacks at Grergof.
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
The other mongrelman comes along the rim of the vat.
Acrobatics: 1d20 + 1 ⇒ (14) + 1 = 15
As he is alone, he goes for the easy target.
Bull Pull Stam: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
But he fails at his attempt to throw Stam into the vat.
| Spugnoir2 |
HP 33/40
AC 16/12/14 (18/14/16 with Mutagen)
Saves F6/R6/W3(5 fear) (+2 vs. Poison)
Weapon in hand:Mace+1
Special effects: Mutagen
Bombs:7/9
Spugnoir throws a bomb at one mongrel, adjusting so it won't catch his comrades
Bomb,touch,PBS,PS,Precise Bombs: 1d20 + 9 ⇒ (12) + 9 = 213d6 + 5 ⇒ (3, 4, 2) + 5 = 14
| GM Foxy |
Right until now it was a rather quiet quarrel with a short 'argh!' and the sound of clubs and flails meeting flesh. But now a big BOOM echoes through the factory. The mongrelman lets go of Stam and falls over into the vat where it is slowly dissolved.
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
| Stam Truthfinder |
Stam will back up and switch wands as he does, he will point his wand of hold person at the Mongrelman who is in front of Grergof.
"I said LEAVE US ALONE!"
DC 11 Will, I know that I cannot do that all in 1 turn, so break it up into my next as well.
| Darius Redgrave |
After Spugnoirs bomb goes off, Darius looks around for any new threats arriving.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
| Brother Grergof Varsk |
Update please, who is a threat and who is in reach?
| GM Foxy |
Will Save: 1d20 + 4 ⇒ (16) + 4 = 20
The Mongrelman on the ladder is unaffected by the spell Stam casts and continues to attack Grergof.
Attack: 1d20 + 4 ⇒ (1) + 4 = 5
The one on the ladder is the last one that threatens you. The five others are waiting and hiding. Also you notice that the Mongrelmen with their breathing mask have no problems with the acidic air.
| Darius Redgrave |
Darius holds his tunic's sleeve up to his face to try stem the noxious air from hurting him as best he can.
"Grergof, try get his mask off! We need to move out of here' the air in here will end us."
| Brother Grergof Varsk |
Fort: 1d20 + 9 ⇒ (2) + 9 = 11
Grergof goes to reply to Darious and chokes on the fumes.
| GM Foxy |
You can use some cloth to hold in front or your nose and mouth or use one of the masks the Mongrelmen have. You can also go out and hold your breath when going in again.
The mongrelman uses the opportunity to finally climb on the platform as Grergof is rethinking his breakfast options.
Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
| Brother Grergof Varsk |
That missed me right? Nauseated does not give an AC penalty, so it still needs an 18
Fort: 1d20 + 9 ⇒ (19) + 9 = 28
Grergof swings his flail back at the creature who attacked him.
Heavy Flail - Power Attack + Furious Focus: 1d20 + 10 - 2 + 2 ⇒ (17) + 10 - 2 + 2 = 27
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16
| Brother Grergof Varsk |
Fort: 1d20 + 9 ⇒ (7) + 9 = 16
Anyone of you who wishes to leave peacefully may do so now. I only as that two of you leave your masks and you do good to others.
If they do leave and two of them leave a mask, Grergof tells the one who hands him the mask,:
Seek the Crooked Kin in the great square. They may be able to help you.
| Foxy Quickpaw |
Spugnoir and Stam climb down the ladder to retrieve the masks of the dead mongrelmen. The other mongrelmen are hiding behind the vats from the intruders and don't come out. They are obviously afraid and that you block the only exit is for sure not helping.
While you wait for them to respond a door flies open and Mr. Grine comes out on the gallery. "You!" he calls out. "What are you hiding. Do your job. Attack these intruders!" And obviously they are more afraid of Grine than of you.
Then Grime mumbles some words and disappears in the darkness that comes into existance around him. You then see this area of darkness move towards the ladder.
Init Mongrelman: 1d20 + 1 ⇒ (18) + 1 = 19
Init Mongrelman: 1d20 + 1 ⇒ (10) + 1 = 11
Init Mongrelman: 1d20 + 1 ⇒ (18) + 1 = 19
Init Mongrelman: 1d20 + 1 ⇒ (18) + 1 = 19
Init Mongrelman: 1d20 + 1 ⇒ (3) + 1 = 4
Init Grine: 1d20 + 8 ⇒ (17) + 8 = 25
Init Grergof: 1d20 + 3 ⇒ (7) + 3 = 10
Init Spugnoir: 1d20 + 6 ⇒ (7) + 6 = 13
Init Darius: 1d20 + 3 ⇒ (16) + 3 = 19
Init Stam: 1d20 + 2 ⇒ (1) + 2 = 3
| Stam Truthfinder |
Stam reals back from the blow, moving back away from the range of this beast. Closing his eyes he mumbles a few words but stops short and just tosses the bottle of Alchemist's frost he has in his hand.
Liquid Ice: 1d20 + 4 ⇒ (10) + 4 = 141d6 ⇒ 2
1 cold dmg to each creature within 5 feet, I moved back 5 feet to do this.
| Brother Grergof Varsk |
Fort: 1d20 + 9 ⇒ (13) + 9 = 22
Grergof points up at the moving darkness and says:
Can anyone deal with that?
Grergof climbs down to aid Stam and Spuginor as he does he tries to sense if he can feel any evil in the darkness moving up above.
Then when he is on the ground he smacks at the unwounded misshapen man attacking his companions.
Heavy Flail - Power Attack + Furious Focus: 1d20 + 10 - 2 + 2 ⇒ (9) + 10 - 2 + 2 = 19
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (3) + 6 + 6 = 15
| GM Foxy |
While Grergof climbs down the ladder and detects evil the remaining two mongrelmen come over to beat him with their clubs. The other three continue to maul Stam and Spugnoir.
Attack Spugnoir: 1d20 + 4 ⇒ (1) + 4 = 5
Attack Spugnoir: 1d20 + 4 ⇒ (7) + 4 = 11
Attack Stam: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Attack Grergof: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Attack Grergof: 1d20 + 4 ⇒ (1) + 4 = 5
Darius Climbs down too to help his companions - which takes a while too.
Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Grergof knocks out anther one, but Stam Darius and Spugnoir don't manage to knock out even one together. The one looks really beaten, but he is still standing.
The shadow moves down the ladder.
Spugnoir and Stam please. Grergof and Darius had actions for this round too now.
| Stam Truthfinder |
Stam drops his wand of and pulls out his wand of burning disarm. Taking Aim at the metal rungs on the ladder he unleashes the spells to heat the metal up.
No save since it is an object that cannot be dropped. DC 11 to avoid the rung if you want him to get one.
Burning Disarm: 5d4 ⇒ (3, 2, 1, 2, 3) = 11
| GM Foxy |
Spugnoir misses his apponent and Stam warms the ladder for Grine.
The Mongrelmen continue clobbering the party.
Attack Grergof: 1d20 + 4 ⇒ (8) + 4 = 12
Attack Stam: 1d20 + 4 ⇒ (3) + 4 = 7
Attack Spugnoir: 1d20 + 4 ⇒ (1) + 4 = 5
Attack Darius: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Now everyone again please
| Brother Grergof Varsk |
This is going to get bad if we are fighting on two fronts....
Then he swings at the creature who attacked him:
Heavy Flail - Power Attack + Furious Focus: 1d20 + 10 - 2 + 2 ⇒ (9) + 10 - 2 + 2 = 19
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16
| Darius Redgrave |
Darius takes a step back from his foe and presents his sword before him, the blade goes a bright red then bursts into flame.
Casts Sun Metal
"Iomedae see's what you do this day. You have one chance to turn and flee, or her anger will lay you low for standing in the way of justice. Go NOW!!" Darius warns the mongrelmen.
Diplomacy: 1d20 + 13 ⇒ (8) + 13 = 21 Do I get any boneses for waving a flaming sword in their faces?
| Brother Grergof Varsk |
GM Foxy. I think we are waiting in you. Darius did a (8 + 1 + any bonuses you want to give) as intimidate.