Aurora Fallowarc |
Not actively prepared, but Aurora can prepare one in her empty slot if we think it'll be worth it.
Anzath |
We wanted to question him, its worth a try i think if Aurora doesnt mind. Anzath has only used a few arrows.
Adelie |
If it’s alright with the others, Adelie casts hide campsite as soon as they pick a spot to sleep. It may not fool any intelligent creatures that know the layout this place, but it will provide a bit of concealment.
Aurora Fallowarc |
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As the others set about their own preparations, Aurora will prepare Speak with Dead in her empty third level slot—afterwards, she spends the next ten minutes circling the corpse; uttering prayer and invocation as she makes her rounds, holy symbol held out over it.
If the dead creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death.
If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature.
Aurora will then pose her questions to the corpse. For sake of brevity, I'll post them all at once and leave it to our DM's discretion if any answer he gives (if he gives any at all) should prompt a different follow-up question.
1. "Why do the ghouls not attack you?"
2. "Why were you in Rappan Athuk?"
3. "What caused your mutations?"
Sense Motive: 1d20 + 8 ⇒ (3) + 8 = 11
Sense Motive: 1d20 + 8 ⇒ (9) + 8 = 17
Anzath |
Anzath pays special attention to what Aurora is up to. She trusts in the cleric's wisdom and articulation, and also watches the still bleeding corpse of the madman for signs of lies beyond the grave.
Sense Motive: 1d20 + 9 ⇒ (18) + 9 = 27
Sense Motive: 1d20 + 9 ⇒ (19) + 9 = 28
Sense Motive: 1d20 + 9 ⇒ (10) + 9 = 19
I better not be using up my 18s and 19s!
GM Parrot |
The corpse heaves a long, raspy sigh, and speaks: "Three questions... one answer... many... opposed Orcus... a mage... transmuter... was... trapped... cursed... with madness... his own... magic... twisted... set by Zehn... to guard... his evil... as the ghouls... that mage... Marthecian... I was."
The corpse falls silent again.
Bedlam Bottomland |
Finishing up his brewing, grabbing a sandwich, and taking a bite, Bedlam prepares to begin exploring again.
After the Giant? corpse spilled its guts--again--the dwarf smiles
Be more riddles. Nice, now we be get'n dis Zehn ta worry 'bout!
Tragershen |
Zehn? Tragershen ponders the name. Does it ring any bells for him?
Knowledge (local or history, the modifier is the same) 1d20 + 11 ⇒ (2) + 11 = 13
Anzath |
Wizard/Barbarian multiclass? I'd like to see that statblock.
Feeling the mad dead man's mad dead answers fruitless, Anzath then studies all the hooks and spikes in the wall. What's that all about?
Tragershen |
How many scrolls were there? How many spells in the spellbook? As long as we're doing the whole pit stop, I might as well throw some spellcraft rolls out there. :)
GM Parrot |
Three scrolls. I thought I already generated the spellbook, but I can't seem to put my eyes on it now. Here goes! From the Random Spellbook Generator, with thematic modifications:
Level 5 Transmuter spellbook
Opposition Schools Illusion, Necromancy
Value 555 gp
Pages Filled 26/100
Spells
3rd Fly, Rage
2nd Arcane Lock, Bear's Endurance, Elemental Speech, Frigid Touch, Glide, Levitate, Sculpt Simulacrum, Bull's Strength
1st Detect Undead, Expeditious Retreat, Feather Fall, Flare Burst
GM Parrot |
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I'm going to assume that, after studying the room, everyone is into the idea of camping for the "night." And also that you'll take Bedlam's suggestion of camping where you are, and will use Adelie's Hide Campsite, which you'll place in the mouth of the room to get the most stealth for your buck.
Hide Campsite makes a 20 ft cube, which pretty much fills all of Marthecian's room except for the spikes and hooks. You do have a dead body in there with you, which is cool with me if it's cool with you, I guess.
As Tragershen settles in for a little reading and puzzle-solving, Anzath studies the hooks and spikes. She supposes that they were used to hang meat or victims or whatnot, judging by the caked-on blood.
While you hide in your hidden campsite and try to rest, the dungeon, never-resting, continues its inscrutable affairs for eight hours:
WMC: 1d20 ⇒ 3 ogres
WMC: 1d20 ⇒ 14
WMC: 1d20 ⇒ 9
WMC: 1d20 ⇒ 2 ghouls
WMC: 1d20 ⇒ 16
WMC: 1d20 ⇒ 1 rats
WMC: 1d20 ⇒ 18
WMC: 1d20 ⇒ 6 Marthek/nobody
WMC: 1d20 ⇒ 2 ghouls (large party)
WMC: 1d20 ⇒ 18
WMC: 1d20 ⇒ 7 ghouls
WMC: 1d20 ⇒ 14
WMC: 1d20 ⇒ 10
WMC: 1d20 ⇒ 6 Marthek/nobody
WMC: 1d20 ⇒ 3 ogres
WMC: 1d20 ⇒ 11
Whoever is on watch will hear and see various frightening foes wandering the tunnels. Nobody wants to disturb Marthek, so nobody disturbs you. But you see ogres, ghouls, and wererats escorted by dire rats. The ogres are, I think, the only surprise here--you've met various configurations of the rest of these monsters before. Three hulking ogres pass at different points in the night.
The morning of the thirteenth dawns aboveground, and you wake refreshed.
Bedlam Bottomland |
Bedlam blissfully sleeps the night. In the morning, he mixes and brews his Extracts.
Afterward, he takes a look outside. Seeing the different tracks of activity, the dwarf shrugs.
Be too bad dat Giant weren't on our side?
Talathel Rhuiren |
"A pity. But he was in thrall to the enemy and long lost. Let us venture on, and deny the enemy even more tools."
Tragershen |
Before they bed down, Tragershen will cast extended detect secret doors, just to make sure their spot is secure.
When they are done resting, Tragershen pulls out his spellbooks and studies.
1st level spells (DC 15) 5+1: Mage Armor, Magic Missile, Grease, Burning Hands, Vanish, True Strike.
2nd level spells (DC 16) 4+1: Create Pit, Web, Mirror Image, Glitterdust, Extended Detect Secret Doors.
3rd level spells (DC 17) 3+1: Haste, Haste, Lightning Bolt, Extended See Invisible.
He'll use read magic to decipher the scrolls after he uses detect magic and detect poison to check for hijinks.
Before they leave their temporary lair, he'll tell the others "Since we don't have a clear way to get out of here, let's plan in case we get separated. On the level above us, there was that deadend room behind a secret door with a lone ghoul? We can regroup there."
When they are ready to leave, he casts mage armor on Adelie, uses the pearl of power, casts it on himself, and then casts extended see invisible.
Adelie |
Adelie nods at Tragershen’s suggestion. ”That works. If we do end up having to use that plan, how long should we wait in that room for stragglers before exiting Rappan Athuk?”
GM Parrot |
As the party discusses fallback options, they also rouse themselves for a day of exploring. Where will you go next? See the new map--options are east down the hall, or return to the room with the stairs and start opening doors, or do something completely different.
Instead of waiting for consensus, I'll let whoever posts first decide! The race is on!
Tragershen |
"Ten hours, perhaps? If you can judge so in the dark?"
Let's head out of the room and go straight down the hall, as opposed to going back to the door room.
GM, was Trag able to ID those scrolls?
GM Parrot |
With Read Magic, Tragershen identifies his scrolls: Fly, Bull's Strength, and Touch of the Sea.
The party shuffles down the hall, checking doors as they go:
Door One:
The eyes
Anzath underground: 1d20 + 13 ⇒ (3) + 13 = 16
The aids
Adelie: 1d20 + 10 ⇒ (16) + 10 = 26
Aurora: 1d20 + 3 ⇒ (20) + 3 = 23
Bedlam (auto-assist): 1d20 + 10 ⇒ (10) + 10 = 20
Lolly: 1d20 + 10 ⇒ (20) + 10 = 30
Talathel: 1d20 + 8 ⇒ (11) + 8 = 19
Tragershen: 1d20 + 0 ⇒ (9) + 0 = 9
You don't see a trap, but you do hear many ratty squeaks behind the door.
Aurora Fallowarc |
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Aurora rolls her eyes and mutters, "If you wish to eat literal filth, dwarf, I will not help you when you fall ill from it."
She readies her crossbow and makes sure Nico is secure.
Anzath |
The first thing Anzath does in the morning is swaddle up the hobbaby as tight as she can, stuff his mouth with chewed rat jerky, and bequeath him a name. She settles on 1 Alexei, 2 Dimitri, 3 Igor, 4 Mikail, 5 Sacha, 6 Viktor: 1d6 ⇒ 2.
"Iz Dimitri," she introduces him to the group, then slings him onto her back with the rest of her gear, right below the scabbards of her scimitars.
At the door she downs an antiplague and antitoxin, draws Kritfisher, and readies to throw the door open.
Bedlam Bottomland |
Bedlam gives Aurora a wounded look. He winks a Nico. Watching Anzath getting her drink on; causes the dwarf to do the same...
Mutagen, along with an Antiplague, Antitoxin, Deodorizing Agent, Alchemical Grease and Vermin Repellent and Heightened Awareness Extract. 60 minutes for everything.
Licking his lips, the dwarf prepares to open the door....
Tragershen |
Tragershen quickly applies some Vermin Repellent on himself, then nods his readiness for the door to be opened.
I also have one antiplague I can give someone if they need it.
Active Effects: Vermin Repellent, mage armor, extended see invisible.
Anzath |
oh i thought you rolled it was male... I must be losing it. Yeah lets just stick w/ male.
Talathel Rhuiren |
Talathel readies himself to stab at any oncoming rats.
GM Parrot |
Init Adelie and Mone: 1d20 + 1d2 ⇒ (4) + (2) = 6
Init Anzath underground: 1d20 + 6 ⇒ (12) + 6 = 18
Init Aurora: 1d20 + 1 ⇒ (5) + 1 = 6
Init Bedlam: 1d20 + 6 ⇒ (19) + 6 = 25
Init Lolly: 1d20 + 6 ⇒ (10) + 6 = 16
Init Talathel: 1d20 + 6 ⇒ (20) + 6 = 26
Init Tragershen: 1d20 + 11 ⇒ (11) + 11 = 22
Init Ippolit: 1d20 + 2 ⇒ (14) + 2 = 16
Init Gelver: 1d20 + 0 ⇒ (19) + 0 = 19
Init Dire Lion: 1d20 + 3 ⇒ (12) + 3 = 15
Init Dire Lion: 1d20 + 3 ⇒ (12) + 3 = 15
Init Dire Lion: 1d20 + 3 ⇒ (10) + 3 = 13
Init Dire Lion: 1d20 + 3 ⇒ (18) + 3 = 21
Init Dire Lion: 1d20 + 3 ⇒ (15) + 3 = 18
Init Dire Lion: 1d20 + 3 ⇒ (5) + 3 = 8
Init Dire Lion: 1d20 + 3 ⇒ (6) + 3 = 9
Init Dire Lion: 1d20 + 3 ⇒ (3) + 3 = 6
Init Dire Lion: 1d20 + 3 ⇒ (7) + 3 = 10
Init Dire Lion: 1d20 + 3 ⇒ (3) + 3 = 6
Init Dire Lion: 1d20 + 3 ⇒ (18) + 3 = 21
Init Dire Lion: 1d20 + 3 ⇒ (15) + 3 = 18
Init Dire Lion: 1d20 + 3 ⇒ (15) + 3 = 18
Init Dire Lion: 1d20 + 3 ⇒ (3) + 3 = 6
Init Dire Lion: 1d20 + 3 ⇒ (6) + 3 = 9
As the door swings open, you see a room boiling with dire rats.
Talathel, Bedlam, and Tragershen may act!
Bedlam, this is your chance to kill Nine In One Blow!
Bedlam Bottomland |
Bedlam--never one to refuse a gift--smiles at the rats; while mixing his surprise!
Range bomb touch, Tanglefoot Ref DC 17, splash weapon mastery, precise bombs, splash 8, unstable accelerate: 1d20 + 6 ⇒ (5) + 6 = 113d6 + 4 + 1d6 ⇒ (2, 2, 4) + 4 + (5) = 17
Hello boys...
Flat-Footed?
The smiling dwarf then follows after!
Tragershen |
As the door swings open, you see a room boiling with dire rats.
Oh! "Boiling" sounds like a lot of them!
To try and slow how many can come at them at once, Tragershen fills the room with arcane webbing. [ooc]He'll center it 5' back from the door so some PCs can get in and engage rats trying to get out of the webbing.
GM Parrot |
Flat-Footed?
Flat-footed.
Bedlam's blast rips through the rats, killing nine in one blow. Seven remain around the periphery of the room.
Tragershen aims a spell, but after seeing the sixteen rats diminished to seven rats, he may well decide to put it back in his pocket and leave the work to the warriors.
Trag: I should have given you a clearer sense of the scope of the problem--it's a small room that is (was) more or less completely full of 16 rats.
Tragershen |
Thank you kindly for the retro opportunity.
When the light flickers into the room and there are far fewer remaining than it sounded like, Tragershen calmly draws a vial of acid and uses it to power the glob of acid spell that he hurls at one rat.
Acid splash, ranged touch attack 1d20 + 6 ⇒ (20) + 6 = 26, damage 1d3 + 1 ⇒ (2) + 1 = 3.
Edit. Possible crit, confirm and damage if it applies.1d20 + 6 ⇒ (1) + 6 = 7, damage 1d3 + 1 ⇒ (1) + 1 = 2.
Talathel Rhuiren |
Talathel begins stabbing rats that survive the flame and vitriol of his companions!
5ft step if needed, full attack!
Stab!: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Stab!: 1d20 + 13 - 5 ⇒ (15) + 13 - 5 = 23
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Stab!: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Stab!: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Stab!: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Stab!: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Stab!: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Stab!: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Stab!: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Adelie |
Adelie grimaces. ”Sorry,” he mutters at the rats, knowing they can’t understand him. ”Normally, I’d want to give you a chance to flee or hide, but after meeting your family upstairs...”
He walks forward and swings morosely at a rat.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Anzath |
Wielding Kritfisher with two hands, Anzath steps into the crowded room and slashes away.
Kritfisher: 1d20 + 10 ⇒ (11) + 10 = 21
dmg: 1d6 + 5 ⇒ (4) + 5 = 9
Kritfisher: 1d20 + 5 ⇒ (13) + 5 = 18
dmg: 1d6 + 5 ⇒ (1) + 5 = 6
GM Parrot |
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Gelver rushes forward, yelling at the top of his lungs, as always "CURSED!"
Longsword: 1d20 + 3 ⇒ (7) + 3 = 10
He can't make an impact.
A single rat has a chance to react:
Bite vs Anz: 1d20 + 1 ⇒ (2) + 1 = 3
...it fails.
Ippolit mutters, "For hells' sake... it's just rats, Gelver!"
Guisarme: 1d20 + 8 ⇒ (10) + 8 = 182d4 + 6 ⇒ (4, 2) + 6 = 12
He chops a rat in half.
Lolly may act! There's one rat left for ya, pal!
Oh, also, Gelver's screaming, so
WMC: 1d20 ⇒ 10
Nobody hears your madman's raving calls. Nobody except the one rat left alive...
GM Parrot |
I'm just gonna...
is it a 1?: 1d20 ⇒ 2
Lolly kills the last rat.
Combat over!
The eyes
Anzath underground: 1d20 + 13 ⇒ (17) + 13 = 30
The aids
Adelie: 1d20 + 10 ⇒ (17) + 10 = 27
Aurora: 1d20 + 3 ⇒ (19) + 3 = 22
Bedlam (auto-assist) d20+10 [/dice: 1d6d20 + 10 ⇒ (8) + 10 = 18
Talathel: 1d20 + 8 ⇒ (10) + 8 = 18
Tragershen: 1d20 + 0 ⇒ (4) + 0 = 4
There's no treasure in the room, unless you happen to eat rats.
Onward?