| Ratel Dier |
Watching the thing jiggle as the others attack it, Ratel breaths a sigh, looking at Bear, ”You may not want to bite it, but Attack,” Bear takes the most direct route, running up to the cube, he sniffs, shaking his head as he chuffs at the thing, then taking a swipe with a claw. Ratel, heads to the other corner and attempts to bash it with his shield.
darkvision, Ratel: Move 20 ft., attack + 1 bashing shield, power attack,
attack: 1d20 + 7 ⇒ (18) + 7 = 25 for damage: 1d8 + 1 + 4 + 3 ⇒ (2) + 1 + 4 + 3 = 10
Bear: move 15 ft. Attack:bite claw
Claw: 1d20 + 6 ⇒ (19) + 6 = 25 for damage: 1d4 + 4 ⇒ (1) + 4 = 5
| GM Mort |
Ratel manages to slam the slime cube, that jiggles more, and bear slashes it with a claw. 38 dmg done total
| GM Mort |
Robert draws his longsword, then moves in to attack the creature.
longsword: 1d20 + 6 ⇒ (13) + 6 = 19
dmg: 1d8 + 2 ⇒ (3) + 2 = 5
The slime cube tries to engulf Robert, Ratel and Bear, but gets stabbed by both Robert and Ratel and stops quivering and deflates.
Well you'd still provoke AOOs for movement so...
Robert AOO: 1d20 + 6 ⇒ (14) + 6 = 20
dmg: 1d8 + 2 ⇒ (6) + 2 = 8
Ratel AOO: 1d20 + 7 ⇒ (19) + 7 = 26
Dmg: 1d8 + 8 ⇒ (5) + 8 = 13
Inside the cube lies a masterwork crystal dagger seems to hold sparks, a gold nugget worth 100 gp, a breastplate emblazoned with a starburst pattern and two potions.
Nigel identifies them as potions of bull strength
Put yourselves in the direction you guys wanna head
| Grenwold Houtvester |
Let’s not forget to resolve my poor elk. Can we get him down the pit safely? I have rope and pitons to get him down. I am not strong enough to do it myself. If not, it affects my weapon usage and a few other decisions, which is fine with me - but I don’t want to be stuck with schroedinger’s elk (though in this case, it is an elk that is both with me and not with me until the waveform collapses).
Gren happily follows the party’s lead, wherever they may go. He appears to be humming a tune to himself that nobody can place, and marveling at the cave construction. He looks ahead into the darkness beyond the limits of the light.
| Ratel Dier |
Seeing the gelatinous cube melting, Ratel grunts, "Huh, just like jello…" He points to the breastplate, asking, "Is that magical?" turning to Robert he recommends, "If it is, it would be more effective for you, allows greater movement than the chainmail, I hear that's important to archers." He winks, "Not that Bear or I would know."
After helping pick up the loose items, he gestures towards the east, "Lets go that way."
| GM Mort |
The party does manage to construct a block and tackle system to get Ringo down. Grenwold finds There are 16 gems in the wall, each worth 10 gp—all that remains of glittering mosaics that once depicted the life of some towering, spindly, four-armed entity. The crystal dagger and breastplate are not magical, however Hedran realizes the crystal dagger is made of the same material as Handiss greatsword. Closer examination of the dagger reveals that the material has been attuned to the powers of air, and anything being struck by the dagger will take an additional point of electricity damage. However, rock crystal is not as durable as steel, so the hardness and hitpoints of any items are halved. Selling value of the weapon is the same as if it was made of cold iron
L2
The chamber beyond the hidden door is all but buried in a pile of rubble. Finished walls encircle part of the room but end in a collapse to the south. Dried flesh and wisps of white hair still cling to a handful of ancient bones lying on the floor.
3 small skeletons with wisps of white hair on them are hammering at the iron banks of a now cold forge.
Grenwold init: 1d20 + 4 ⇒ (20) + 4 = 24
Robert init: 1d20 + 3 ⇒ (1) + 3 = 4
Hedran Init: 1d20 + 2 ⇒ (2) + 2 = 4
Ratel Init: 1d20 + 2 ⇒ (2) + 2 = 4
Nigel Init: 1d20 + 1 ⇒ (10) + 1 = 11
skeletons init: 1d20 + 7 ⇒ (15) + 7 = 22
Grenwold knowledge religion: 1d20 + 10 ⇒ (14) + 10 = 24
Hedran knowledge religion: 1d20 + 4 ⇒ (6) + 4 = 10
Grenwold recognizes those skeletons as derro skeletons. They have 5 DR/bludgeoning.
Grenwold up
| Grenwold Houtvester |
Gren drops his glaive and draws his morningstar as he rides Ringo through the door and to the closest skeleton. He strikes with Ringo using pack flanking and uses combat expertise (but doesn’t have his shield out at the moment). ”Blaagh! Skeletons! Use blunt weapons, let’s get em Ringo!”
morningstar with pack flanking and combat expertise: 1d20 + 5 ⇒ (3) + 5 = 8
morningstar damage: 1d6 + 1 ⇒ (5) + 1 = 6
gore with pack flanking: 1d20 + 5 ⇒ (15) + 5 = 20
morningstar damage: 1d8 + 1 ⇒ (5) + 1 = 6
Note that the gore is piercing and the morningstar is B/P. Ringo will aid another to boost Gren’s AC when Gren is attacked using bodyguard, up to 5x per round (attacks AC 10 with +5 to attack, gives +2 AC). I have updated Gren’s alias to reflect the combat expertise.
| GM Mort |
Forgot to give earlier
Grenwold also knows that these skeletons have spell resistance and are immune to cold.
fort Grenwold: 1d20 + 5 ⇒ (7) + 5 = 12
Fort Ringo: 1d20 + 5 ⇒ (11) + 5 = 16
The air in the room is rather stale, but Grenwold and Ringo are fine, for now.
Grenwold tries to clobber a skeleton, but he is unused to their small size and swings too high. Ringo manages to butt one in the ribs, but his horns don't seem fully effective. 1 pt dmg to red
The skeletons drop their hammers and begin to swarm Grenwold, clawing at him with their claws.
claw: 1d20 + 4 ⇒ (19) + 4 = 23
dmg: 1d3 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 4 ⇒ (11) + 4 = 15
claw: 1d20 + 4 ⇒ (12) + 4 = 16
claw: 1d20 + 4 ⇒ (19) + 4 = 23
dmg: 1d3 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (14) + 4 = 18
Despite Ringo's best efforts to protect his master, two claws still get through 7 pts dmg to Grenwold
Party up
Anyone entering the room/staying in there, please give a Fort save
| GM Mort |
Robert shoots the red skeleton, denting some ribs. 8 dmg done, increased dmg by 1 due to point blank
Ratel moves into the back of the room.
FOrt: 1d20 + 5 ⇒ (15) + 5 = 20
The orange skeleton tries to claw him as he passes, but he blocks it with his shield.
claw: 1d20 + 4 ⇒ (4) + 4 = 8
He then bashes the red skeleton with his shield, shattering it to pieces.
shield bash: 1d20 + 7 ⇒ (19) + 7 = 26
dmg: 1d8 + 8 ⇒ (6) + 8 = 14
"Flank, Bear!" He orders, as Bear moves into the room, then rears up on his hind legs, trying to bite off the head of the orange skeleton, but it ducks to the side.
Fort save: 1d20 + 4 ⇒ (16) + 4 = 20
bite: 1d20 + 8 ⇒ (4) + 8 = 12
Hedran moves in, drawing his morningstar to clobber the orange skeleton, but the skeleton ducks out of the way.
Hedran fort: 1d20 + 7 ⇒ (6) + 7 = 13
Morningstar: 1d20 + 5 ⇒ (6) + 5 = 11
| Grenwold Houtvester |
Gren draws his shield and attacks the last one with his morningstar, this time without any expertise. Ringo attempts to gore.
morningstar with pack flanking: 1d20 + 6 ⇒ (3) + 6 = 9
morningstar damage: 1d6 + 1 ⇒ (4) + 1 = 5
gore with pack flanking: 1d20 + 5 ⇒ (3) + 5 = 8
gore damage: 1d8 + 1 ⇒ (6) + 1 = 7
But connects largely with air.
| GM Mort |
Grenwold fort: 1d20 + 5 ⇒ (6) + 5 = 11
non lethal dmg: 1d6 ⇒ 2
Ringo fort: 1d20 + 4 ⇒ (2) + 4 = 6
non lethal dmg: 1d6 ⇒ 3
Breathing the stale air, Grenwold and Ringo both feel weak and fatigued. 2 points non lethal for Grenwold, 3 points for Ringo, Both of you are fatigued.
One skeleton steps up 5 ft step and tries to claw at Ratel, while the other continues clawing at Grenwold.
claw Ratel: 1d20 + 4 ⇒ (17) + 4 = 21
dmg: 1d3 + 1 ⇒ (1) + 1 = 2
claw Ratel: 1d20 + 4 ⇒ (3) + 4 = 7
One claw makes a slight nick in Ratel's forearm, but the other doesn't get through his hide armor.2 dmg to Ratel
claw Grenwold: 1d20 + 4 ⇒ (19) + 4 = 23
dmg: 1d3 + 1 ⇒ (3) + 1 = 4
claw Grenwold: 1d20 + 4 ⇒ (1) + 4 = 5
Body guard failed since fatigue made you drop 1 ac, which is insufficient for bodyguard to work
Grenwold gets a nasty claw on his face by the skeleton, but manages to block the second claw. 4 dmg to Grenwold
Robert shoots at the orange skeleton with a blunt arrow,shattering ribs.
longbow: 1d20 + 7 ⇒ (17) + 7 = 24
dmg: 1d8 + 2 ⇒ (6) + 2 = 8
Party up, remember everyone in the room please make your fort saves.
| GM Mort |
Nigel is having IT issues, carrying out his actions, he's sent me PM
Now that Ratel and Bear have created room, Nigel moves in, and takes a swing.
Fort: 1d20 + 5 ⇒ (16) + 5 = 21.
Hiking Stick: 1d20 + 6 ⇒ (9) + 6 = 15, for 1d6 + 6 ⇒ (6) + 6 = 12 damage.
Nigel finishes the orange skeleton badly with a well placed blow of his hiking stick.
| Grenwold Houtvester |
Shivering, Grenwold and Ringo hustle out of the room. Breathing deeply in the better air chattering, he asks ”Could I use one of the healing wands?” as he coughs a bit.
| Ratel Dier |
fort: Ratel: 1d20 + 5 ⇒ (6) + 5 = 11
fort: Bear: 1d20 + 4 ⇒ (9) + 4 = 13
Ratel swings his shield at the skeleton, then kicking out with his boot, Bear moves forward and rears up on his hind legs, attacking with tooth and claw.
darkvision flank Ratel: full attack BF: unarmed strike, + 1 shield
kick: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 for damage: 1d6 + 4 ⇒ (3) + 4 = 7
shield: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 for damage: 1d8 + 1 + 4 ⇒ (2) + 1 + 4 = 7
Bear 5 ft step, flankFull attack
Bite: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 for damage: 1d6 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27 for damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 for damage: 1d4 + 4 ⇒ (2) + 4 = 6
| GM Mort |
Ratel feels weak and sick.Youre also fatigued.
non lethal damage Ratell: 1d6 ⇒ 4
He kicks, then bashes a skeleton, but is unable to finish it off. Beat manages to bite off its head and it falls down in pieces.
Hedran fort: 1d20 + 7 ⇒ (11) + 7 = 18
Nigel fort: 1d20 + 4 ⇒ (5) + 4 = 9
Seeing the skeletons dead, Hedran heads out of the room.
Nigel on the other hand feels sick from the stale air. Nigel is also fatigued
non lethal damage Nigel: 1d6 ⇒ 3
4 non lethal to Ratel, 3 to Nigel
From outside, Hedran detects some magical things in the corner but does not want to risk suffocation to get it.
I need another set of fort saves from Ratel and bear, then you guys decide what you want to do
| GM Mort |
knowledge dungeoneering Grenwold: 1d20 + 6 ⇒ (11) + 6 = 17
knowledge dungeoneering Hedran: 1d20 + 6 ⇒ (17) + 6 = 23
Hedran realizes that natural gas displaced air, causing the air in the room to be detrimental to living things. Opening the room door for an hour, or igniting the gas will clear off the gas and allow fresh air to go in.
Igniting the gas would also cause a large explosion.
| Ratel Dier |
"Come on Bear." Calling his companions, Ratel Follows Nigel out of the room.
a third fort roll?
fort: Ratel: 1d20 + 5 ⇒ (15) + 5 = 20
fort: Bear: 1d20 + 4 ⇒ (2) + 4 = 6
| GM Mort |
The mod does not say if holding breath helps. Take 3 fort saves if you still want to do it, and it'll make no difference to the timing needed to clear the room of gas.
| Ratel Dier |
Hearing about the gas, Ratel looks from Hedran to Nigel, "Let's just come back in an hour or so and see if the gas is gone."
| GM Mort |
Nigel stubbornly runs in and staggers out, exhausted.
non lethal damage: 1d6 ⇒ 4
The gas vents in the south western corner are mostly blocked when the complex collapsed but there is still a slow trickle from them filling the room with a nearly odorless poisonous gas.
L3
Tiny, intricate carvings line the walls of this room, forming great columns of text. Much of it has cracked and crumbled, and the entire southern wall is fractured, with a yawning cavern beyond.
Nigel linguistics: 1d20 + 14 ⇒ (14) + 14 = 28
Hedran linguistics: 1d20 + 3 ⇒ (14) + 3 = 17
Nigel recognizes the language it is written in as Aklo, he does not know it but manages a good guess of its contents based on his studies in Dwarven.
grandmother, in seeking the Excavator, turned her eyes to the Stone, and to the Steel, and finally to Woe.
Nigel Percival Cartwright
|
Well, given I am Exhausted (which takes 8 hours to clear), and there is nothing *worse* than 'Exhausted', I might as well finish searching the room, whilst I am at it.
Having identified the gas vents, Nigel pulls several lengths of tubing from his portable alchemist's lab, and inserts them into the vents, sealing up the cracks around them with fine clay. He then attaches the tubing to a large, empty bladder, intending to collect the flammable gas for later use.
He then searches the room for additional treasures.
Now:
Nigel looks thoughtful.
"Vell, zat is certainly cryptic; I vonder what it pertains to?"
He then continues on his way, following Ratel and Bear (although he is leaning heavily on his hiking stick).
| GM Mort |
L4
The tunnel opens into a long irregular cavern running from north to south. Streaks of purple crystal run along one wall, and look as if they have been mined. Apparently those who once mined were forced to abandon the site in a hurry, considering there are 14 amethysts (worth 25 gp each), 2 steadfast gutstones, and 40 platinum pieces scattered around that area. To the east, the room descends down a steep angle to a tunnel. A low, ethereal moan rises from the cold depths, and a barricade built of masonry blocks and chunks of stone partially blocks the wide, low tunnel to the south.
| GM Mort |
You stay in the room longer,fail another fort save, you pass out. I suggest you don't do that. If you really want to seal stuff up, and collect gas, roll 2 more fort saves, and if you pass out it means someone has to run in and rescue you.
Nigel Percival Cartwright
|
Fort: 1d20 + 5 ⇒ (20) + 5 = 25.
Fort: 1d20 + 5 ⇒ (13) + 5 = 18.
Gren:
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
Ringo:
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
Ratel:
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
Bear:
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
Nigel:
ILW: 1d8 + 1 ⇒ (3) + 1 = 4.
ILW: 1d8 + 1 ⇒ (4) + 1 = 5.
| GM Mort |
Make another 3 fort saves if you want to search the room. There's still enough bad air that even after you seal the leakage you're still kinda screwed.
| GM Mort |
Seriously I'm not for players acting like idiots. Which part of wait an hour did you not get?
| Ratel Dier |
Nodding his head at Nigel, "Yes let's continue." He looks at his fatigued pet, "You feel it too, huh, Bear. Come on, we may as well take point."
Seeing the blockage to the south and hearing the moaning from the east, Ratel turns and tells the others, "I hate the idea of whatever is causing that moaning to sneak up on us while we move the rocks pile, so let's go check it out first." Nodding to his pet, "Come on Bear." He then heads to the east path descending.
| GM Mort |
You loot greedy fks, you
Ratel leads the party past the blockade, down the narrow tunnel, where he realizes that the sound is caused by the moaning of the wind through the tunnel. The party travels for 10 minutes steadily downwards when they see a serpentine humanoid has bright scaly skin, a long sinuous tail, and a fanged serpent’s head, with cold black eyes. The serpentine humanoid salivates at the party, ”So warm…so tasty..”
Grenwold init: 1d20 + 4 ⇒ (3) + 4 = 7
Robert init: 1d20 + 3 ⇒ (6) + 3 = 9
Hedran Init: 1d20 + 2 ⇒ (2) + 2 = 4
Ratel Init: 1d20 + 2 ⇒ (11) + 2 = 13
Nigel Init: 1d20 + 1 ⇒ (4) + 1 = 5
Serpent: 1d20 + 5 ⇒ (14) + 5 = 19
Grenwold knowledge nature: 1d20 + 13 ⇒ (18) + 13 = 31
Nigel knowledge nature: 1d20 + 9 ⇒ (13) + 9 = 22
Robert knowledge nature: 1d20 + 7 ⇒ (14) + 7 = 21
Grenwold, Nigel and Robert realize they are up against a degenerate serpentfolk. They usually form cults underground, in the darklands, or in jungles. Degenerate serpentfolk degenerates have devolved to the point of primeval savagery and have lost much of their magical legacy—more civilized serpentfolk generally regard these degenerates with shame and disdain. They also have a poisonous bite.
Bite—injury; save Fort; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves.
They are also immune to mind affecting effects and are immune to paralysis and poison and have spell resistance.
The serpentlike humanoid moves forward and bites Ratel on his shoulder.
bite: 1d20 + 11 ⇒ (16) + 11 = 27
dmg: 1d6 + 7 ⇒ (1) + 7 = 8
Ratel Fort: 1d20 + 5 ⇒ (9) + 5 = 14
str dmg: 1d2 ⇒ 2
Ratel feels the venom sap his strength. 8 dmg, 2 points str damage for Ratel.
Party up, Slide 29
| Ratel Dier |
so Ratel fatigued and poisoned, -4 str -2 dex, ac 17, Bear fatigued – 2 st – 2 dex ac 18
Seeing the serpent folk on top of him, Ratel, anemically swings the shield then kicks at the creature, stepping back as he tells bear, ”Bear Attack” he and Bear switch, who quickly attacks with tooth and claw.
AC 17 Ratel: full attack BF: unarmed strike, + 1 shield, 5 ft step
kick: 1d20 + 3 ⇒ (2) + 3 = 5 for damage: 1d6 + 4 ⇒ (4) + 4 = 8
shield: 1d20 + 4 ⇒ (1) + 4 = 5 for damage: 1d8 + 1 + 4 ⇒ (5) + 1 + 4 = 10
5 ft step: Bear Full attack
Bite: 1d20 + 5 ⇒ (20) + 5 = 25 for damage: 1d6 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 5 ⇒ (17) + 5 = 22 for damage: 1d4 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 5 ⇒ (5) + 5 = 10 for damage: 1d4 + 4 ⇒ (2) + 4 = 6
confirm crit: 1d20 + 5 ⇒ (2) + 5 = 7 for damage: 1d6 + 4 ⇒ (1) + 4 = 5