DM Stylz |
Hooties gets a little more than halfway down the corridor, when he spots something peculiar. He is keeping an eye out for anything suspicious when he sees the stone tile in front of him is slightly raised compared to the others. Upon closer inspection, he finds that it is some sort of pressure plate. He alerts the others, and you all get past the trap and to the other door at the end of the hall.
The door to the next area is unlocked. Inside the new room, One half of this lofty chamber has a lowered floor, with stairs on either side to reach the bottom. Standing opposite the door is a tall wooden statue of Kassen grasping a gigantic wooden shield in each hand. One of the shields is inscribed with the word “home,” while the other reads “family.”
This wooden statue is in fact a wooden golem. For every 5 you beat the DC, ask a question (ie special attacks, weakness, DR, etc)
Raven Carlysle |
Knowledge (arcana): 1d20 + 11 ⇒ (7) + 11 = 18
"Oh, interesting. Someone made a wooden golem and told it to stand here so it just looks like a statue. We may have underestimated this place."
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Nitkiflink Stormfizz |
Nit moves into the room. Interesting.
Knowledge Arcana: 1d20 + 5 ⇒ (7) + 5 = 12
Setting the haft of his spear onto the ground he pers intently through his goggles. Never heard of a wooden golem before.
Hootie Bell |
"And what if it doesn't want to leave us alone." Hootie huffs with her arms crossed beneath her ample assets.
DM Stylz |
Fleur, protects herself as much as possible while trying to get past the golem at the bottom of the stairs. As soon as she reaches the bottom, the golem activates, and looks at Fleur with hostile intentions.
Initiative:
Fleur 1d20 + 6 ⇒ (1) + 6 = 7
Waruk 1d20 + 2 ⇒ (12) + 2 = 14
Hootie 1d20 + 5 ⇒ (2) + 5 = 7
Nitkiflink 1d20 + 6 ⇒ (16) + 6 = 22
Tannivh 1d20 + 5 ⇒ (19) + 5 = 24
Raven 1d20 + 4 ⇒ (16) + 4 = 20
Me 1d20 ⇒ 5
Tracker: round 1
Tannivh: go
Nit: go
Raven: go
Waruk: go
Fleur: go
Hootie:go
Golem:
Nitkiflink Stormfizz |
Slamming the haft of his spear onto the ground Nit begins to weave a complex spell about himself. His eyes begins to glow like a dim candle.
Begin Casting Enlarge Person.
Hootie Bell |
Hootie moves herself in front of her equally small companion to give him some cover while he's casting.
Waruk |
Waruk will move down right stair well and be straight across from fluer
atk: 1d20 + 5 ⇒ (14) + 5 = 19
dmg: 1d10 + 10 ⇒ (4) + 10 = 14
With a heavy swing waruk takes out a chunk of the creature
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Raven Carlysle |
Raven traces a quick circle in the air with her wand, then flicks it toward each of the others and finally herself. Each of them glows briefly with arcane energy.
Using Protective Ward to grant each ally a +1 deflection bonus to AC as long as they're within 10 feet of me.
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DM Stylz |
Tracker: round 1
Tannivh: go
Nit: casting Enlarge
Raven: grants +1 deflection bonus to all allies
Waruk: slashes at golem for 14 damage
Fleur: stays total defensive
Hootie:go
Golem:
Hootie, you would be jumping over the ledge, you you cannot actually stand in front of Nit as you "above" the others down below. Please revise actions, or I will place you next to Nit instead :)
Hootie Bell |
Changed position.
Hootie does nothing instead trying to see if she can spot a weakness in the golem.
Tannivh Purtham |
Tannivh draws a stick of butter and gestures and grease covers all the area under the golem. The butter is consumed in the magic and moves to the floor, swirling in patches under the golem.
Grease DC 16 REF save for golem or he falls
"Abracum, sliperrybum"
School conjuration (creation); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (butter)
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Save see text; SR no
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
DM Stylz |
Waruk, takes a mighty slash at the golem, and easily hits the clumsy wooden construct. Meanwhile Hootie protects her equally small buddy, while Raven sends a thin floating aura of force to protect her allies, even if for a fleeting moment. Tannivh, summons a slippery film under the golem, who ceases to stay upright and crashes to the floor in a heap of wood. Nitkiflink, begins to cast a spell, which takes quite some time and focus to get through.
reflex: 1d20 + 1 ⇒ (4) + 1 = 5
The golem, then tries to stand and takes a bash at Waruk with one of its shields.
AOO from Waruk for it standing up
shield slam: 1d20 + 5 ⇒ (12) + 5 = 171d8 + 4 ⇒ (1) + 4 = 5
Tracker: round 2
Tannivh: go
Nit: go
Raven: go
Waruk: go
Fleur: go
Hootie:go
Golem:
Waruk |
aoo: 1d20 + 11 ⇒ (1) + 11 = 12
dmg: 1d10 + 10 ⇒ (6) + 10 = 16
With a seemingly easy attack waruk misses the golem but takes aim and tries again, connecting with what appeared to be a massive blow but didn't do as much as expected
atk: 1d20 + 7 ⇒ (20) + 7 = 27
dmg: 1d10 + 10 ⇒ (2) + 10 = 12
crit confirm: 1d20 + 7 ⇒ (2) + 7 = 9
crit dmg: 2d10 + 20 ⇒ (6, 9) + 20 = 35
Hootie Bell |
Hootie elects to hold back and observe the fight instead as she doesn't think with her size, she could help much.
Nitkiflink Stormfizz |
Completing his spell Nit grows to the size of a human. Grabbing his spear Nit rushes down the stairs and stabs the pointy end at the wooden golem.
Longspear: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
DM Stylz |
Waruk, takes two powerful slashes at the golem. The first, easily connects to the bumbling golem as it tries to stand up. The second, misses the golem's head by mere inches, but still connects solidly with its upper body. Waruk sends splinter and hunks of wood flying. Nitkiflink rushes down the stairs, and stabs the enemy straight in the torso. The final blow, was dealt by the once little gnome. The wood golem, falls to the ground, in a pile if broken wood and splinters. Left behind are two tower shields.
Combat over
Raven Carlysle |
"Whew. Glad that's over with. No one was hurt, right?"
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Hootie Bell |
Hootie agrees as she moves to the next door.
Raven Carlysle |
Next door!
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DM Stylz |
The door at the bottom, after the golem is dispatched, is unlocked. Inside there is a room, on the far end of the room with multiple items adorning the top, each with a little note attached to it.
There is wand of cure light (10 charges, CL 1), a scroll of lesser restoration, a wand of magic missile (10 charges, Cl a), scroll of scorching ray, 2 oil of magic weapon, potion of bear's endurance, potion of cat's grace, a masterwork battleaxe.
Hootie Bell |
"Spilit them up and then we go on." Hootie says as she palms away a potion of cat's grace........
DM Stylz |
Everyone "ooh and awes" at the cache of magical gear presented before them as they get past the wooden golem, dual wielding tower shields. One tower shield is inscribed with the word "Home" while the other is inscribed with "Family". The golem, lays motionless, and you make your way past the trapped corridor, into the fountain room.
The door, on the southeastern wall to room 7 is locked, with what appears to be a very good quality lock DD if you wish to try.
If you skip the lock
You head past the lock, and head back into the foyer in which you started, and met ressitance from skeletons. Your group heads in the other direction, hoping to make progress into the Tomb. The door on the eastern wall, is unlocked, and it opens easily.
This large chamber contains a maze of pillars that obscure the far side of the room. Next to the door is a pile of empty saddlebags and three brooms.
The wailing you heard earlier, after dealing with the skeletons, appears to be much louder. It appears to be coming from the south, but you are still unable to discern what all the babbling is about.
--------------
added numbers to map for easier reference :)
Nitkiflink Stormfizz |
Seeing Fluer enter the room Nit shrugs his shoulders and follows behind her. That screaming is a bit unnerving...
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Hootie Bell |
"I t could mean that something or someone is there?"
Raven Carlysle |
"Oh we don't know that. Or maybe it's trapped and trying to get out. Shouldn't we at least look?"
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
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DM Stylz |
Per Waruk: 1d20 + 2 ⇒ (17) + 2 = 19
The group, led by Waruk, heads towards the sound of the moaning. He moves cautiously down the southernmost path, and almost immediately sees a switch on the southern wall. He also is keeping an ever watchful eye out for any dangers. He looks to the ground, and spots a section of floor that seems to be slightly discolored. He stops, and notices that the floor will give way should he step east or north of his current position.
traps marked with a "T" as before
DD to disarm the pit trap. Or you can jump: DC 5 with 10' running start or DC 10 without IIRC. Or you can backtrack and take the "upper" path
Nitkiflink Stormfizz |
Nit heads north and begins to look for another path to the door. There has to be a clear path around here somewhere.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7