Konner Therinor
|
Konner darts in and slashes at the golem with his blade, somehow inspired by Aroden's faith.
attack: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 221d8 + 4 ⇒ (6) + 4 = 10on phone...can someone move me pls...ty!
"Spark"
|
Spark swings her blade, hard, but without much accuracy...
to hit: 1d20 + 3 - 2 + 2 ⇒ (11) + 3 - 2 + 2 = 14
dmg if hits: 1d8 + 2 ⇒ (6) + 2 = 8
| GM PDK |
Everyone that took a melee swing at the golem make a Perception check. Konner, Spark and Bram: you all hit, even Bram, after applying the +2 for flanking.
The three warriors slash deep into the wooden construct!
[Kassen's Golem @-25]
| GM PDK |
Putting the key in its back would require grapple checks against its CMD... a few more slashing weapon hits would also do the trick. :)
| GM PDK |
BOTTING: Alezandaru readies an action to aid another for AC mister Konner! Melee Rapier vs. AC 10 for aid another Konner +2 AC: 1d20 + 2 ⇒ (10) + 2 = 12
| GM PDK |
Kassen's Golem turn to the one whose sting was the worst: Konner!
left shield slam: 1d20 + 5 ⇒ (20) + 5 = 25 for 1d8 + 4 ⇒ (2) + 4 = 6
confirm crit: 1d20 + 5 ⇒ (13) + 5 = 18 for 1d8 + 4 ⇒ (6) + 4 = 10 --> not confirmed
right shield slam: 1d20 + 5 ⇒ (16) + 5 = 21 for 1d8 + 4 ⇒ (5) + 4 = 9
Thanks to Alezandaru's intervention, a nasty killing blow was avoided from the first strike... however the second managed to get in! Konner falls to the ground, unconscious and in mortal peril!
Round 2: [bold can go; negative values here show damage for this fight... please update on your turn if you have existing damage; thanks!]
Spark
Bram
Aroden
Alezandaru
Konner -15 [-3 hit points]
Kassen's Golem
| GM PDK |
Yes Konner! if you want to use Parry and Riposte, simply do that at the beginning of your next turn and adjust your hit points depending on your success; then do the round 2 turn as normal
"Spark"
|
Spark rages and attacks the golem
to hit: 1d20 + 5 + 2 - 2 ⇒ (20) + 5 + 2 - 2 = 25
dmg if hits: 1d8 + 4 ⇒ (2) + 4 = 6
to confirm crit: 1d20 + 5 + 2 - 2 ⇒ (15) + 5 + 2 - 2 = 20
xtra dmg if crits: 1d8 + 4 ⇒ (2) + 4 = 6
Bram Stonefist
|
Bram shouts in rage as he sees Konner fall to the ground. The now furious dwarf strikes as hard as he can.
Raging Power Attack! Flanking + Inspiring Sword: 1d20 + 7 + 2 + 2 ⇒ (11) + 7 + 2 + 2 = 22
Damage?: 1d10 + 7 ⇒ (5) + 7 = 12
| GM PDK |
The shields carried by the golem can be
easily removed if the golem is destroyed. These shields
function as tower shields; they are poorly designed
and weigh 60 pounds each. Anyone wielding one is
considered flat-footed in addition to the –2 penalty
on attack rolls su!ered by all characters wielding a
tower shield. Despite these drawbacks, the shields are
invaluable in area 11.
| GM PDK |
Returning the remains of the golem on the platform return the stairs to their normal functional state.
The next room can be accessed by unlocking the door with the key you found at the bottom of the pool.
This small chamber has a table on the opposite side of the room. On top of this table are a number of items, each with a small note attached.
Each of you can choose one of the following (I list them all since a lot of new classes have been published since the module was written):
Barbarian: a masterwork weapon or a potion of bull’s
strength and an oil of magic weapon
Bard: a masterwork weapon or a wand of lesser confusion
(10 charges) and a scroll of cat’s grace
Cleric: a masterwork weapon or a wand of cure light
wounds (10 charges) and a scroll of lesser restoration
Druid: a masterwork weapon or a wand of produce flame
(10 charges) and a scroll of barkskin
Fighter: a masterwork weapon or a potion of bear’s
endurance and an oil of magic weapon
Monk: a masterwork weapon or a potion of owl’s wisdom
and a potion of cure light wounds
Paladin: a masterwork weapon or a potion of eagle’s
splendor and an oil of magic weapon
Ranger: a masterwork weapon or a potion of cat’s grace
and an oil of magic weapon
Rogue: a masterwork weapon or a potion of invisibility
and a potion of cure light wounds
Sorcerer: a masterwork weapon or a wand of magic
missile (10 charges) and a scroll of scorching ray
Wizard: a masterwork weapon or a wand of mage armor
(10 charges) and a scroll of web
"Spark"
|
Spark looks at the masterwork weapons and other items on the table, and hefts a oversized masterwork scimitar with a grin... She slashes the air with the blade a few times to assure herself of the balance of the weapon. Then she ties her old one onto her pack to sell later, and places the new masterwork blade at her hip.
Only after doing all this does she recall there was a note attached and reads it.
| GM PDK |
Proceeding downstairs...
At the bottom of the stairs is a circular chamber with three
passageways leading from it. In the center is a small stone
pedestal. The sound of dripping water can be heard coming
from the eastern passageway, while the stench of rot emanates
from the west.
The floor bears an inscription spiraling out from the
pillar and written in Common. It reads: “To the south you
might take your ease, to rest and reflect on Kassen’s deeds.
To the east lies the wheel, to open the gate. To the west is
the resting place of Kassen, hero of the Fangwood.”
Anyone investigating the eastern passage finds that
it begins to slope down a bit a$er leaving this chamber
and that water has collected in the corridor, growing
deeper as the passage continues. This is the source of the
dripping noise, as the ceiling appears to be leaking in
many places. A strange echoing gurgle comes from the east as well, but
it is relatively faint. To the south, nothing can be heard
or seen. To the west, the stench of rot grows stronger
the closer the PCs get to the mouth of the corridor, but
nothing can be heard from that direction.
| GM PDK |
Only after doing all this does she recall there was a note attached and reads it.
The note attached to each item explains what it is. :)
Aroden Reincarnated
|
Can Aroden take the sorcerer package, which is actually useful? If so, he will. Waiting to see if Konner parried one of the hits. Besides what we came in with I think we have found three CLW potions before this room. We lost our two wand users but both Bram and Greenblade can try UMD, and can rotate among wands if they get locked out of one.
Konner Therinor
|
parry: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
That's a no go on the parry...so just use my wand to heal me...i assume someone cal use it? will roll the cures....and i'll take the ranger package..the oil and the potion...already have a mwk weapon
clw: 1d8 + 1 ⇒ (3) + 1 = 4clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (8) + 1 = 93charges used
Aroden Reincarnated
|
Bram and Alezandaru can try to UMD the wands. If they roll multiple 1's and get entirely locked out of all the wands we have, there are a few potions.
"Let's go south to a place where we might rest."
I'd rather have my spells back, but can push on if you all want to.
| GM PDK |
Going south:
The short passageway takes a bend before ending in a small
chamber dominated on the far side by a silver fountain quietly
burbling perfectly clear water. An inscription above the
fountain reads “Kassen’s legacy lives on with his people. Drink
and be refreshed.”
Konner Therinor
|
Konner will take a drink from the water, trying to wash the disgrace of getting hammered out if his mind.
That thing hit hard....right through my defenses....thanks to you guys we made it. I will do better from here on in. Lonner says, a bit down om himself.
Bram Stonefist
|
It looks like Alezandaru got the UMD roll we needed so that Konner would at least be on his feet. If we need more I am happy to try it as well.
Bram watches Konner as he drinks with great interest. So long as he sees no ill effect, he will cup his hands and take a large drink himself.
"Don't fret young Konner. It could've happened to any of us."
Bram will go for the barbarian stuff after all, taking the potion of bull's strength and the oil of magic weapon.
Aroden Reincarnated
|
Aroden will take a sip of the water.
"Bram speaks true, Konner. It was only because of your mighty blow that the golem turned its fury on you. It was powerful indeed and might well have defeated any one of us. Fortunately there is strength in numbers... Though our numbers seem to have diminished as of late... Well, let us take a rest and then continue."
| GM PDK |
Everyone drinking the water:
Healing for: 2d8 + 10 ⇒ (2, 4) + 10 = 16
Any ability damage restored by: 1d4 ⇒ 1
[no longer fatigued, sickened or shakened]
(since this is really the first room you could have rested so far, I'm gonna allow you guys to save some wand charges i.e. let's say you drank the water before you assessed need for wands)
Aroden Reincarnated
|
"Fascinating. Kassen's legacy is a potent blessing, though the hero has long since passed."
Aroden says a brief prayer of thanks to this noble soul.
Willing to press on with just the Vanish spell left; he's still got Inspiring Sword and his new wand of Magic Missile. If he rests, he'll have Burning Hands available again.
Aroden Reincarnated
|
As there were no objections, I assumed we rested and I updated Aroden's spells.
Now has Burning Hands, Enlarge Person, and True Strike (for bola tripping).
Can undo that if our rest gets interrupted, but wanted to move things ahead. Everyone else good to go?
| GM PDK |
The water grows deeper, eventually reaching a depth of just over 2 feet. At the end of the northeast corridor is a swollen wooden door, barely contained by its decaying frame. Towards the southeast corridor you can hear a faint sizzling noise.
"Spark"
|
Sizzling? like something hot?" Spark looks down the southeast corridor to see if there's anything visible that might make such a noise.
perception: 1d20 + 4 ⇒ (9) + 4 = 13
| GM PDK |
A strange blue fungus covers the walls,
ceiling, and pillars of this waterlogged
chamber. Its wispy strands stretch out from
the wall like roots dangling in the air, twitching
and swaying in an unseen breeze.
Floating in the water are four
decaying corpses—three large rats
and one giant frog—with strange
burn marks all over their bodies.
--> Knowledge Nature if you have it...
"Spark"
|
"Something in here can burn things... rotting corpses with burn marks floating in the water... do we want to investigate? or continue elsewhere and only go down here if we don't find the flame somewhere else."
| GM PDK |
Aroden:
Hazard: The fungus growing
on the walls of this chamber
is a rather dangerous hazard
known as azure fungus. As a
byproduct of its growth, the
fungus builds up a charge of
electricity that it releases in bursts
into its surroundings. Normally
this can be detected by a faint
sizzling noise coming from
the fungus. In
this chamber however, it is a bit more deadly: the water that fills the
room conducts the current.
Aroden Reincarnated
|
"This is azure fungus. I know it can discharge a shocking burst, which could hurt us through the water.
I am afraid I don't recall how to defeat it. Weapons, fire, acid, cold? Alcohol? I imagine lightning is not likely to work. We can attempt trial and error if this is the only way through.
Let's go try the northeast corridor first."