Hazel Stokes |
"Wow, this is quite the place," Hazel observes as they work their way through the rooms on the first and second floor. "If it weren't for being out in the middle of nowhere it'd actually be a really nice place to live, I think," she adds as she admires the various engineering manuals lying in what must be some sort of combination of workshop and sleeping quarters.
Once everyone seemed satisfied that they'd found everything of interest in the main part of the manse, Hazel reminds them of the apparent hidden door in the dining room. "I think that's the only other way we can go, right? We should probably check it out once everyone is ready."
________
Hazel's definitely fine with not looting anything for the time being; if we end up taking/receiving anything later on I'll add it to the loot sheet.
Kazamir Rhuul |
"Give me a moment," Kaz interrupts. "There is a false back to this...
perception for traps: 1d20 + 16 ⇒ (13) + 16 = 29
disable device to open: 1d20 + 11 ⇒ (7) + 11 = 18
Vermundr |
I'm alive! I'm moved in now and have internet but I won't have access to my desktop machine for another week so posting might continue to be spotty until then.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CMW: 2d8 + 3 ⇒ (6, 5) + 3 = 14
Vermundr is actually really hurt. Even with those wand charges and his potions he's still down a decent chunk of HP.
***
"I get the feeling the Count rarely spends time up here. Does this look like a place one would create giant shapes of reanimated flesh? All of this is likely just to keep up appearances", Vermundr muses as the party explores.
GM-JZ |
"The fact that it's abandoned like this gives me pause..." says Constantin. "And that it's so recent. Everything intact. Nothing spoiled or ruined or covered in cobwebs. And still no sign of Bland." He nods as he thinks. "Let's try the door."
My bad, you would have noticed a significant build up of dust around the legs of the dining room chairs.
Six Unseen Servants flit around carrying out their perpetual tasks but they can't have been ordered to sweep the floor in there so while everything else is spik and span, that dust suggests it has been some time since this manse - or at the very least the dining room - has seen any real use
GM-JZ |
"Give me a moment," Kaz interrupts. "There is a false back to this...
[dice=perception for traps]1d20+16
[dice=disable device to open]1d20+11
Kazamir pries open the false back of the wardrobe with a dagger. As he does so he notices a tiny tripwire and snips it off safely.
When he pulls the false back away he notices a spring-loaded bolt that would have fired directly at whomever triggered this trap.
The wardrobe is crammed with fine men’s clothing—10 noble’s outfits, six scholar’s outfits, and one royal outfit. One of the dressing table’s drawers contains a jewelry box holding a silver chain worth 50 gp, a gold snuffbox set with a topaz worth 600gp, a platinum-handled magnifying glass in a leather case worth 650 gp, and a monocle with a silver chain ending in a diamond pin worth 1500 gp. The secret cupboard contains several chests of coins totalling 2,500 gp, and a set of ivory statues in the shape of a pair of goats. These are Figurines of Wondrous Power - Ivory Goats
GM-JZ |
Not detecting any traps, Kazamir opens the secret door to the sound of the thunderous waterfall. Zed is just behind him and the pair edge forward to scout ahead of the group.
The waterfall crashes down into the valley below this narrow stone bridge. It has no handrails and the sight down is both staggering and dizzying.
A small landing lies at the end of the bridge at the base of another large building, a wooden door sits at the base of the wall.
Spells with a duration shorter than 10 minutes per level have worn off by now with searching the manse
The pair continue across the spray-slick bridge to the landing. The sun is beginning to set over the castle's high tower but even in the dimming half-light it is plain to see that this door is a much cheaper and more recent addition to the manse than others you have seen so far.
To the west, across the yawning falls, another strong looking building stands against the other side of the falls. A wooden rope bridge extends between it and the building Zed and Kaz stand before. The wooden bridge appears to be a temporary solution as a much stronger stone bridge has collapsed into the falls.
GM-JZ |
Kazamir enters the room beyond the door, slipping in carefully, wary for more traps.
This large workshop is crammed with alchemical equipment, but an explosion of some kind has ripped away the western wall, leaving a large gap in the floor and wall open, now wreathed with wooden scaffolding.
Whatever it was that happened here, the power of the disaster must have been tremendous because the entire room is littered with glass, brick and timber debris although now mostly swept into the north east corner of the room. The entire chamber is just a few degrees off level as if the explosion shifted the entire building on it's foundations.
He also notices that a stone bridge once connected this building with another on the far side of the gorge to the west, at least judging by the remains of stone work jutting out over the falls, but now only a slender rope bridge hangs beneath the two.
Vermundr |
Vermundr peers out over the slender bridge. "Perhaps someone a bit lighter should try it first. Just in case."
Vermundr |
Oh.
After getting the go-ahead from Kazamir, Vermundr cautiously moves across the stone bridge.
GM-JZ |
Kazamir per: 1d20 + 10 ⇒ (16) + 10 = 26
Vermundr per: 1d20 + 10 ⇒ (15) + 10 = 25
Zed per: 1d20 + 11 ⇒ (20) + 11 = 31
1d20 + 5 ⇒ (2) + 5 = 7
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (16) + 5 = 21
Thanks to some amazing perception rolls in the spoiler, there is no surprise round.
Vermundr joins Zed and Kazamir in the destroyed room while the rest of the group begins to shuffle nervously across the narrow stone bridge.
The trio begin to look around, wondering what might have happened, when they spot a small nest of trash and debris in one corner. From it, antennae twitching in the air, come three pony-sized insects.
These insectile monsters have four legs, a strange propeller-shaped protrusion at the end of its tail, and two long, feathery antennae.
Kazamir init: 1d20 + 0 ⇒ (20) + 0 = 20
Vala init: 1d20 + 0 ⇒ (18) + 0 = 18
Hazel init: 1d20 + 3 ⇒ (4) + 3 = 7
Vermundr init: 1d20 + 0 ⇒ (19) + 0 = 19
Constantin init: 1d20 + 1 ⇒ (5) + 1 = 6
Zed init: 1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (18) + 3 = 21
Round 1 - Enemy
Scuttling forward with surprising speed, the insects rush up toward Zed and Vermundr.
Hazel Stokes |
At the sound of the scuttling from the room ahead, Hazel takes a deep breath and hurries across the narrow stone bridge and into the room. "Ughhhhh...what have these things been eating to get this big?" she grimaces at the sight of the oversized insects. Starknife in hand, she quickly steps up to one of the bugs threatening Zed and attempts to give it a good crunch.
Starknife (Weapon Versatility): 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
______
Hazel uses her Weapon Versatility feat to make her weapon deal bludgeoning damage.
Valavastra Cross |
Knowledge (dungeoneering, untrained): 1d20 + 4 ⇒ (7) + 4 = 11
Unsure what these enormous insects are, Vala rushes forward anyway and invokes some of her most powerful magic as she skirts past Hazel. As she finishes, a screaming blast of lightning explodes from her outstretched palms. It rips over the pair of insects, causes the hair on Hazel and Zed's bodies to stand on end, smashes the table and chair beyond into bits, and scorches a large, black stain into the far wall. When the flash and roar subside, Vala lowers her hands to her side, blue arcs still crackling and dancing across each of them.
Lightning Bolt (DC 17): 6d6 ⇒ (3, 5, 2, 6, 6, 3) = 25
HP: 34/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +5/+2/+9 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 1/7
Healing Hex targets: Hazel, Vermundr, Vala, Kaz
Heaven's Leap targets: Zed, Vermundr, Kaz, Constantin
Current Wandering Spirit: Heavens
Stardust used: 1/7
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: color spray* [ ], inflict light wounds [ ], magic missile [ ] [ ], produce flame (CL7) [X]
Level 2 spells (3+1+1*) | DC 16: hypnotic pattern* [ ], glitterdust [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 17: daylight*[ ], fly [X], lightning bolt [X] [ ]
GM-JZ |
2 people marked this as a favorite. |
RM 1: 1d20 + 4 ⇒ (6) + 4 = 10 Fail
RM 2: 1d20 + 4 ⇒ (6) + 4 = 10 Fail
The bolt of lightning absolutely rips through the two insects. The first simply bursts in an explosion of fire and sparks, showering Hazel with gloopy pieces of half-charred insectoid.
The other screeches horribly, a massive hole burned straight through it and it staggers on drunken legs, only remaining upright due to instinct and muscle memory.
Well, that was pretty devastating Grandma
Vermundr |
Hoping to end whatever danger the strange creatures presented before they could mount a defense Vermundr surges forward and cleaves into one of them.
Attacking the southern one.
Attack: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 2d6 + 6 + 2 ⇒ (4, 1) + 6 + 2 = 13
Kazamir Rhuul |
"Rust monsters! Keep your metal weapons and armor away!" Kaz shouts - a little too late.
He sends a loose rock at the southern one.
tk projectile: 1d20 + 3 ⇒ (19) + 3 = 22
1d6 ⇒ 2
Zed Ulmin |
Lovely. A creature that goes after your equipment. Nevertheless, it needed to die. Zed swings around for the flank with Vermundr, bringing down his tetsubo.
Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d10 + 11 ⇒ (1) + 11 = 12
Precise Strike Damage: 1d6 ⇒ 5
Zed Ulmin |
Ah my bad. In that case Zed will 5 foot step to the right and attack the closer one instead. Subtract two from the attack and the precision damage.
Constantin Ionescu |
Contantin takes the opportunity to regroup and moves up near Kaz. He glances back and forth between the two strange creatures, then focuses his will at the one facing off against Zed. Once again he unleashes a massive blast of psychic energy.
Mind Thrust II: 5d8 ⇒ (7, 1, 5, 4, 4) = 21 (Will save DC 15 for half)
GM-JZ |
Round 1 - Enemy
BIte, Vermundr: 1d20 + 6 ⇒ (7) + 6 = 13 Miss
Antennae, Vermundr, Touch: 1d20 + 6 ⇒ (15) + 6 = 21 Hit
Vermundr reflex: 1d20 + 4 ⇒ (18) + 4 = 22 Success
The remaining Rust Monster snaps at Vermundr with it's mandibles and then brushes out with it's antennae to swipe at his armour but on both occasions the seasoned warrior evades the attempts.
Round 2 - Heroes
Hazel Stokes |
"Are you SERIOUS?" Hazel groans as Kaz shouts out his warning. She drops her starknife and draws her bow, moving past Zed and around Vermundr to get a clear angle.
"Glad I took archery lessons," she grumbles as she takes aim and fires a shot at the remaining rust monster.
Attack (Shortbow; +1 Arrow, Into Melee): 1d20 + 5 + 1 - 4 ⇒ (10) + 5 + 1 - 4 = 12
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Vermundr |
In a blind panic from Kazamir's dire warning, Vermundr hacks fiercely at the strange bug-like creatures.
Attack: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 2d6 + 6 + 2 ⇒ (6, 5) + 6 + 2 = 19
Confirming: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 2d6 + 6 + 2 ⇒ (3, 3) + 6 + 2 = 14
Hazel Stokes |
"So they just...eat through metal? Even magical metal?" Hazel asks warily as she prods one of the corpses with her bow. "That's...that's not even fair! Who even put these things here?" she grumbles.
With the threat ended, she gives the half-destroyed room a closer inspection to look for any clues as to what might've caused the destruction as well as anything else that might seem out of the ordinary.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
GM-JZ |
Hazel takes her time exploring the room for anything that might indicate what happened here.
Whilst the origins of the blast elude her, the events of the aftermath begin to play out in images formed from the pattern of dust and the trace of footprints.
There are a good number of prints caused by heavy workboots in the area, probably from three individuals. These prints are most concentrated coming back and forth from the doorway you entered and the destroyed wall and rope bridge that now runs alongside the collapsed ruins of a much heavier and more solid stone bridge. Repair work seems to have begun on the remnants of the stone bridge. It is very likely that these are the tracks of a work or clean-up crew.
Among these are the odd, claw-like prints of the Rust Monsters and then traces of individuals walking through in lighter footwear, probably moccasins or leather travel boots. It's difficult to place how many passed but at least four seems likely. Some, but not all, of these prints run back toward the door you entered as well as out toward the rope bridge.
The alchemical equipment was probably of very high quality at one point, but now everything is ruined by rust.
Hazel Stokes |
"Looks like this place has seen a lot of foot traffic," Hazel says as she points to the various tracks. "Likely some sort of clean-up crew or workers repairing the damage first, then the rust monsters, then people wearing lighter shoes - maybe three or four of them."
"They're probably the people that the trolls and goblins talked about seeing come through here," she finishes. "And there's nowhere to go but forward..." she nods towards the rope bridge, not looking thrilled with the prospect of crossing it.
Hazel Stokes |
"Seems like it," Hazel nods. "Can't think of many other people who'd want to come all the way out here, based on what we know about things right now."
Still nervous about crossing the rope bridge, Hazel moves a few paces closer to get a better look at how sturdy it might (or might not) be.
Kn. Engineering: 1d20 + 9 ⇒ (9) + 9 = 18
GM-JZ |
Hazel approaches this side of the bridge and although her assertion that the bridge does indeed look frail is correct, as she gingerly tests it with her foot, it actually seems very secure.
Not pushing on here. Vermundr is still quite injured. Let me know if you want to take a breather but if you're fine to move on then that's cool :)
There is nothing of interest in the destroyed room aside from the fact that it is destroyed
Looking over the residue present on several of the remaining walls and some of the surfaces, it appears as though the explosion was caused by - or at least involved - alchemist's fire, though it must have taken a tremendous amount to cause this devastation.
Valavastra Cross |
Vala shakes the lingering arcs of white and blue from her hands then brushes the front of her robe flat. Seeing Vermundr still injured, she fusses, "Look at you, dear! You're still bleeding!" Turning quickly, she calls to Hazel, "Hazel, can you do anything for Vermundr? I'm afraid I've exhausted what healing I have already."
Hazel Stokes |
"Oh! Right, of course!" Hazel responds as she places a hand on Vermundr's shoulder and channels healing power into her friend.
Cure Moderate Wounds: 2d8 + 6 ⇒ (4, 8) + 6 = 18
"There, good as new - or at least close enough," she grins. But then her grin fades and she nods towards the bridge.
"Seems sturdy enough. Are we ready?"
______
Hazel will use a 2nd level spell to spontaneously cast Cure Moderate Wounds.