Sophie Kundegard |
Sophie murmurs a prayer, summoning an ethereal nodachi of force that she directs against the creatures.
spiritual weapon
Tara Eliade |
Moving into the room Tara looks at the strange creatures with a curious expression. "How odd, what are they doing Mr. Womarsh?" Tara asks, holding her holy symbol aloft and allowing her goddesses blessing to wash over everyone.
Tara is casting bless!
Vivian Deberth |
Acrobatics to avoid AoO: 1d20 + 10 ⇒ (8) + 10 = 18
Blessed Sneak attack with flanking: 1d20 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12
Dmg: 1d8 + 2 + 2d6 ⇒ (3) + 2 + (1, 5) = 11
Vivian moves in the room, trying not to get hit, and places herself right behind a creature to strike.
Unfortunatly, her blade doesn't find any weak spot
Stefan? Could you help us with your magic please?
Sophie Kundegard |
spiritual weapon: 1d20 + 9 ⇒ (19) + 9 = 28 for force: 1d8 + 2 ⇒ (8) + 2 = 10
Dr. Stefan Von Herzog |
Sorry for disappearing! For some reason, this campaign wasn't showing that there were any updates!
At the sound of alarm, Stefan moves into the room and sees the three strange monsters fighting his friends. Stepping forward, he casts a spell from outstretched fingers, and many jets of flame erupt from each of his fingertips, engulfing all three monsters in a magical confligration.
Casts burning hands. Area of effect marked on the map... Feel free to remove after Stefan's turn.
Fire damage: 5d4 ⇒ (1, 2, 1, 4, 1) = 9
EDIT...that's a lot of 1's!
Ref save DC 15 for half damage.
GM Fuzzfoot |
For some reason, my last post seems to have completely gone missing. It looks like I made all of the rolls and such, though. Let's see what I can piece back together.
Sophie and Silas each make a solid hit, and Stefan's flames see to be doing the trick. Two of the rust monsters continue to plague Silas and his precious weapons. Vivian's blade also takes a hit from the purple creature's antennae.
Silas and Vivian need to make DC 15 Reflext saves for their equipment.
Round 2: (Bold may act)
Monsters: Green (24 dmg), Purple (9 dmg), Red (15 dmg)
Stefan (1 dmg)
Vivian (pending blade reflex save)
Sophie
Tara
Silas (pending armor and sword reflex saves)
Bless is in effect.
Silas Womarsh |
Reflex Save - armor: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Reflex Save - sword: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
The warrior notes the rust creeping across his armor.
"I'm going to be weaponless and naked if this keeps up. Isn't there something one of you magic types can do?"
Longsword Power Attack: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
Longsword Damage: 1d8 + 13 ⇒ (5) + 13 = 18
Longsword Power Attack: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Longsword Damage: 1d8 + 13 ⇒ (1) + 13 = 14
Dr. Stefan Von Herzog |
"I'm trying, Silas! Those beasts are tougher than they would appear!
Stefan backas away from the beasts, takes out his wand of acid arrow, points it at the armored beast before him, and speaks a word of power. A magical dart fires from the wand...
Ranged touch attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Acid damage: 2d4 ⇒ (2, 2) = 4
Upon impact, the dart melts into a greenish liquid that sizzles on the monster's carapice.
Vivian Deberth |
Well, my yesterday post doesn't appear.. As I posted it in a hurry, maybe I didn't saved it.*Le sigh *
Ref save: 1d20 + 8 ⇒ (1) + 8 = 9 *Re Sighs*
Uho.
Vivian is completely take off guard by the monster, and let it touch her sword. She nearly even drop it on the ground, which is quite surprising for such a nimble and dexterous girl
Poke with rusty sword: 1d20 + 5 ⇒ (11) + 5 = 16
Dmg: 1d8 + 2 ⇒ (2) + 2 = 4
Tara Eliade |
Tara watches as the creatures eat through her friends weapons and armor. Taking a step up to be shoulder-to-shoulder with Silas, Tara lashes out at the creature, striking at it with her claws. "Shoo! Shoo!" she shouts, scraping against the carapace of the creature in front of her.
Attack: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Damage: 1d4 ⇒ 3
Attack: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Damage: 1d4 ⇒ 1
GM Fuzzfoot |
Botting Sophie.
spiritual weapon: 1d20 + 9 ⇒ (3) + 9 = 12
for force: 1d8 + 2 ⇒ (7) + 2 = 9
Vivian, Tara and Sophie all manage to miss hitting the creatures, but Stephan's acid blast is enough to drop one of the beasts, and Silas destroys another. Only one remains.
Sensing it's inevitable demise, it turns tail and withdraws to the corner of the room.
You can continue to destroy it, or leave it be for now.
Silas Womarsh |
Silas ignores the fleeing creature, intent on determining the extent of the damage to his gear.
Looks like Silas' AC is now 17 and his ACP just got worse by 6. :(
The more time the large man spends looking over his armor and shield the more aggravated he becomes. Moving around with a lot of squeaking and grinding he finally looks to the others.
"Please tell me that one of you has magic that can fix this?" he pleads.
Tara Eliade |
Pursing her lips Tara contemplates finishing the creature, before turning to Silas. "Ah, I'm sorry Mr. Womarsh, I am currently unable to do any repairs. Tomorrow I can prepare a spell to help you, but I never expected to cross creatures that ate armor!" Rubbing the back of her neck sheepishly, Tara contemplates their next move.
Sophie Kundegard |
Sophie eyes the damage skeptically. "I may be able to help a little, child."
she can cast the mending cantrio. 10 minute casting time to affect a single object to to 6lbs. 1d4 hit points are restored per casting. The broken condition is removed once the object has at least half of it's hit points back. I imagine your armor is more than 6lbs., But if you have anything else damaged...
Dr. Stefan Von Herzog |
Stefan shakes his head sadly at Silas' predicament.
"I believe that I know a similar spell to the one Madam Kundegard is referring to. However, I have not prepared it today... and I don't think it would be powerful enough to repair a shield or suit of armor. And, while I know of a more powerful version of that spell, I have not thus far taken it upon myself to learn it."
[Meta] Speaking from a game design perspective: I really, really hate rust monsters as a concept, and never use them when I GM. (If they are in a published adventure, I will re-write the encounter). I consider rust monsters to be an outdated relic of Old School Gaming where the player/GM relationship was primarily adversarial. They're one of those "Screw you!" game elements that seem to exist solely to kill the players' fun... which I feel is antithetical to whole point of playing a game. Thank-you for listening to my TED Talk.[/Meta]
Sophie Kundegard |
well let's eff that meta then
Seeing the dismay on Silas's face, Sophie nods to herself. "Come child, we will go back and let Tara commune with the mistress of death to repair your armor."
let's rest and get his armor fixed before going forward
GM Fuzzfoot |
If you want to rest and let Tara get some Make Whole spells ready, both this building and the previous one are good places to hole up for a bit. So let's just say you do that - feel free to change up your spells and such, and Stephan heals the 1 pt of damage he has. You then proceed fresh and at full strength.
Looking forward...
Beyond the scaffolding, a slender rope bridge swings out toward a two-story building with a tower across the gorge.
Marching order? The swaying rope bridge requires a DC 15 Acrobatics check to cross safely.
Silas Womarsh |
Assist Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Silas puts his hand on Vivian's shoulder. To an outside observer, it would appear that he's reassuring her. Only she can feel the trembling in the large hand and see the fear ringing his eyes as he looks out over an even shakier bridge over a large drop.
Dr. Stefan Von Herzog |
Perception (Aid Another-Vivian): 1d20 + 5 ⇒ (4) + 5 = 9
The doctor tries to assist Vivian as she searches the room...
*THUD* "Oops! Drat! Sorry about that!"
...but only manages to get in her way.
...After another long rest...
The doctor also surveys the rope bridge.
"Hmmm.... That looks... precarious."
Sophie Kundegard |
how long is the bridge? Sophie could move anyone without sufficient acrobatics up to 30 feet with her heaven's leap hex (aka Jester's Jaunt)
Sophie eyes the bridge and the far side, measuring, weighing...
Silas Womarsh |
According to the map, it's 60' across.
Silas takes a deep breath.
"Well there's nothing to do for it but to do it." He swallows heavily. "This side is safe, so let me go first and I can protect the other side if there's anything hostile over there."
His eyes travel the length of the bridge and then dip down to the drop below.
"Assuming I make it."
Acrobatics: 1d20 - 6 ⇒ (20) - 6 = 14 Yes, that's a -6 Acrobatics. :|
*laughs*
Vivian Deberth |
Wait! What if the bridge is trapped or an illusion? I should go first! Beside, I got a rope I could tie around my waist-nothing kinky here, mister Silas- I'm lighter than you, and you're stronger than me.
Provided Silas let me go first, I'll cast detect magic, and looks for traps on the bridge Perception: 1d20 + 11 ⇒ (20) + 11 = 31Acrobatics: 1d20 + 10 ⇒ (5) + 10 = 15
GM Fuzzfoot |
I will assume Silas allowed Vivian to do as she requested.
Vivian ties a rope around her waist and hands it to Silas. She careful starts across, casting detect magic and looking for traps. Just before the halfway point, she finds both - a magical trap!
Continuing across will trigger and alarm spell, and who knows what else.
DC 31 to disable the trap.
Vivian Deberth |
"cause there's a trap right here! And you would have walked on it. I would had too, if I hadn't be cautious, in fact.
Vivian tries to identify the kind of magical spell used, before praying to Pharasma for some help to disarm the trap
please, I Don't want to die.. I know you've heard that prayer more than once, Pharasma, but I really mean it..And you probably heard that more than once too. Whatever. I'll do my best, and I hope my Fate will shine.
Cast Guidance before Disable device
Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17
DD, msw Tools, Guidance: 1d20 + 11 + 2 + 1 ⇒ (17) + 11 + 2 + 1 = 31
And it's quite hard to rig, so gimme some quiet time, mister Silas. Be ready to pull me back with all the strength you can muster.
GM Fuzzfoot |
Good thing you cast guidance! You just made it.
Vivian disables the trap, which appears to be some sort of summoning spell. The way is now clear.
DC 15 Acrobatics to walk across, then a DC 15 Reflex save to catch yourself if you fail. But since you are taking precautions with the rope, we'll just move right along...
After some effort and a lot of care, you all manage to make it across safely. You hope you won't have to beat a fast retreat, though. The remains of the bridge on this side are very secure.
As I recall, you all decided to rest and recover spells and such just before this, right?
One end of the demolished bridge clings to the cliff beneath a large building. A statue of a beautiful nymph stands next to a pair of double doors. Above the doors is a stained glass window depicting a unicorn.
Silas Womarsh |
Silas couldn't look any more uncomfortable as he crosses the bridge, his hands white as he grasps at the rope for the entire stretch.
Normally he would wait for someone to check the door, but he seems to need to get away from the long drop and attempts to open the door and step inside immediately.
Tara Eliade |
Tara crosses the bridge with a steady footing and excitement. What a beautiful motif! I wonder how long it took the artisan to complete them?" Tracing the wings of the statue with her fingertips, Tara examines the statue with child-like wonder.
Vivian Deberth |
Vivian helps everyone to cross, walking along the bridge with grace.
Her face is still a little worried and tense after her work on the trap
Many thanks to you, Pharasma. I'm glad i'm still alive, and I have the intuition that, without your help, that trap could have gone for the worst.
She answers Tara
Probably quite some time. Months, maybe a year? But you're right, it's truly beautiful.
She shivers when Tara touches the statue, and sighs when nothing bad happens
That place is REALLY, really dangerous. I've never saw a trap like that, on the bridge, and I don't really understand how I managed to pass it. And we haven't truly entered the main castle yet! So please don't touch anything before I can check on it!
GM Fuzzfoot |
This room is crammed with cabinets full of weird, alchemically preserved creatures, including a pair of ice mephit wings, several large spiders, parts of a dissected giant slug, and the digestive tracts and proboscises of three stirges.
GM Fuzzfoot |
This room is filled with weird-looking preserved creatures. Two elaborately carved and painted sarcophagi stand against the east and west walls. A pile of chains lies in the center of the floor.
Tara Eliade |
Glancing at the two sarcophagi, Tara narrows her eyes. "We are a long way from Osirion, I wonder how Count Caromarc managed to procure these items?" Casting detect magic before she enters the room, Tara steers wide of the chains and sarcophagi.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Silas Womarsh |
Is that a set of stairs in the NE corner? If so, does it go up or down?"
Silas shrugs at Tara's observation. "Money will get you anything," he says. Not seeing evidence that the Count is here, the man frowns. "We should check the rest of the ground-floor rooms here before leaving," he says, indicating the door in the north-west corner. "Let's go back and try one of the other doors."
Unless another option is presented, Silas will return to the entrance room and open the southern door.
GM Fuzzfoot |
The corner is a trapdoor in the floor, which leads to a hanging stairway down.
Vivian Deberth |
Perception: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
The redhead looks at the sarcophagy, for fear of traps. She even cast a spell to find if magic is at work, just to be a little more sure
Cast detect magic
Tara Eliade |
Wincing at the mention of wealth Tara purses her lips. "I suppose that would do it." Following behind the fighter, Tara tries to see over his shoulder, but her slight frame is unable to make out anything.
Sophie Kundegard |
Sophie walks up to Silas and gives him a pat on the shoulder
casting guidance
GM Fuzzfoot |
You detect a small bit of magic within the west sarcophagi.
Silas gets bored and checks the door to the south.
The skeleton of a sea cow dominates this room, hung from the ceiling on a set of iron rungs and held together by a steel frames. Numerous jars sit on shelves within the room, containing alchemically preserved octopuses, tubeworms, the head of a skum, a curiously repellent eel-like creature with fangs, and a strange, mermaidlike creature with the upper body of a monkey and the tail of a fish.
Sophie Kundegard |
knowledge, nature: 1d20 + 4 ⇒ (7) + 4 = 11
perception: 1d20 ⇒ 12
Sophie eyes the room, then turns her attention to the sarcophagi. "What is it?"
she'll go full blast on detect magic at the sarcophagi. What's the school? Can she try to identify the spell?
Vivian Deberth |
Know Nature: 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Distracted by the skeleton, Vivian says
Oh, that? That's a Nyago. No, not Nyago: ningyo. I promise, I'm not making that up. Really rare creature. Lives in sea, I believe. Much easier for him than living in trees, even if it seems partially monkey like.
GM Fuzzfoot |
As Sophie is doing her best to determine the source of the magic, the sarcophagus bursts open, and an ancient mummy lurches forward!
Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait.
Roll a knowledge, religion for more specific information.
All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. This includes everyone except Vivian and Silas, who are in the other room... but of course, you two will need to make the save when appropriate!
Silas: 1d20 ⇒ 3
Sophie: 1d20 + 2 ⇒ (20) + 2 = 22
Stefan: 1d20 + 5 ⇒ (9) + 5 = 14
Tara: 1d20 + 5 ⇒ (1) + 5 = 6
Vivian: 1d20 + 5 ⇒ (11) + 5 = 16
Mummy: 1d20 + 0 ⇒ (20) + 0 = 20
???: 1d20 + 5 ⇒ (4) + 5 = 9
Sophie noticed something just in time, and gets to act first.
Round 1: (Bold may act)
Sophie - Pending fear save
Mummy
Vivian
Stefan - Pending fear save
???
Tara - Pending fear save
Silas