
DM Kludde |

Do you want to pummel the crystal? From melee range, or from afar?

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Caranthir stands back as Fellgrim goes to work.
If this doesn't work, I can try shooting it with some adamantine arrows...

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Once everybody is clear of the chamber ... Fellgrim will lob bombs (4d6+3) at the wall from afar ...

DM Kludde |

Fellgrim sends a few bombs in.
Damage: 4d6 + 3 ⇒ (3, 4, 2, 2) + 3 = 14
Damage: 4d6 + 3 ⇒ (4, 4, 3, 3) + 3 = 17
The crystalline wall shows a few cracks, and some boiling hot water starts seeping through - good thing that nobody is near to be in it.
You'll need another three-four bombs to break the wall

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Seeing that the bombs are mostly working ... Fellgrim throws another 3 at the wall (8/13 remaining).

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If the bombs don't quite do it, I'll add a few arrows to the remaining wall until it's gone.

DM Kludde |

With a big splash a gush of boiling water comes down, draining into the levels below. The shattered wall opens up to a cave. A wall of stone separates a pool of molten rock from a broad pit lled by a trickle of boiling water. Sounds fill the chamber: hisses of steam, the last splashes of boiling water, and churning of angry magma.
The north end of the room contains a hoard of treasure - it doesn't take long to figure out that this may have been the lair of the dragons you fought earlier - and it contains a modest treasure.
It includes 84,000 cp, 12,000 sp, 289 gp, gem flecks worth a total of 460 gp, an elixir of fire breath, a feather token (tree), a sword, a belt, and a locked steel case etched with skulls (Disable Device DC 45)

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Bruce approaches the chest while the others try to identify the other items. "Looks tricky, I'll see what I can do."
Bruce first inspects the chest for any sort of traps.
Perception: 1d20 + 12 + 2 + 2 + 1d6 ⇒ (10) + 12 + 2 + 2 + (5) = 31
If it is trapped
Disable: 1d20 + 24 + 2 + 1d6 ⇒ (19) + 24 + 2 + (2) = 47
For the lock
Bruce takes his time and takes a few attempts to open it.
Disable taking 20: 20 + 19 + 2 + 1d6 ⇒ 20 + 19 + 2 + (5) = 46

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Caranthir moves over to Bruce and looks over his shoulder curiously.
"Is there nothing you cannot open?" he questions. "This one looks especially curious."
With most of this level explored, the mystery they had discovered at the commencement still seems unsolved.
"We still do not know why the Hell Knights have ventured here. Perhaps it is almost time to go back to town and investigate further."

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Thistle nods as he reads Caranthir's lips.
"If there is nothing left to find here, we can collect the bodies and go up. Perhaps that crystalline creature that scittered off holds another piece of the puzzle."
There is still at least one more room near the entrance to the level (J2, red arrow). If we run out of things to explore and clues to find, then I vote we take the bodies back up to the surface. Feels like we are missing something though...

DM Kludde |

Bruce takes his time, then manages to open the chest, turning one of the skulls to activate the mechanism. Inside are several pages of stretched skin, filled with ancient unspeakable knowledge.
[ooc]
Back near the entrance, the crystalline creature seems to have succumbed to its wounds in a side cave. Supply packs and bedrolls lie strewn between rocky protrusions. Scattered cooking implements surround a vent near the rear of the chamber, which hisses a thin line of steam.
There's a series of scratches in the dark rock, including a series of tallies, the phrase “Dreaming of Droncy” in an arrow pointing toward a bedroll, and a crude drawing depicting an armoured figure next to a floating sunburst with an eye at the center.

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Perception, no sound: 1d20 + 15 ⇒ (19) + 15 = 34
Thistle traces the marks and words scratched into the wall with his clawed, scaled hands.
What does this mean? How long have they been down here?
With the area apparently cleared of hostile threats, Thistle goes back to the floating ball they were communicating with earlier.
"Droncy?"

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"Wasn't to sure I could open it myself." Bruce says in reply to Caranthir. "Just had a last second hunch it had something to do with that skull." Bruce tries not to visibly shudder at the horrific scrolls he finds inside the chest.
Any rolls to learn anything more about these things?
Bruce gathers up the scrolls and follows Thistle back around the cavern.
Spellcraft belt: 1d20 + 14 + 2 + 2 + 1d6 ⇒ (15) + 14 + 2 + 2 + (3) = 36
Spellcraft sword: 1d20 + 14 + 2 + 2 + 1d6 ⇒ (9) + 14 + 2 + 2 + (6) = 33

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Caranthir pauses briefly and lowers his bow.
"Drancy indeed. And what is that floating sunburst with the eye?"
The knowledgeable wizard tries to think if he has heard of this character or seen the symbol before.
knowledge arcana: 1d20 + 10 ⇒ (18) + 10 = 28
knowledge religion/dungeoneering/local/planes: 1d20 + 9 ⇒ (18) + 9 = 27
knowledge history: 1d20 + 8 ⇒ (4) + 8 = 12

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Thistle points at the sunburst drawing, then points at the floating, metallic eye thing that they were trying to communicate with, and shrugs his shoulders.

DM Kludde |

It looks like the sunburst indeed depicts the floating Kyton
Which is in another room, but it's easy enough to walk there
The floating sphere does not react to the word Droncy. It means nothing to him.

DM Kludde |

Something you want to do still, or shall I report and move on to the next level?

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Did we recover the bodies? I think we said something about piling them near the doorway. Other than taking them back to the town, I think we are all set here. Did that one body get destroyed by the lava or did we separate it in time from the wall? Not sure if we will figure out why they were down here...

DM Kludde |

In that case, let's roll day job - please enter your roll results in the orange table on the handouts
We've already done that, of course

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Going to reroll my day job since I never used my folio reroll.
Dayjob: 1d20 + 24 + 5 ⇒ (18) + 24 + 5 = 47
Need to check my boon to see if I get bonus gold. I'll post more for you later Kludde.

DM Kludde |

Having cleared the level, the group gathers the fallen hellknights and starts the trek back up, aided by the emerald spire tokens. Commander Drovust greets the body with a staunch matter-of-factliness. These men failed their mission. You have my gratitude for bringing them up. Though she doesn't divulge the information herself, you later learn that she intends to raise the leader from the dead .
I have put the latest batch of chronicles in the usual folder. We'll continue when everyone is ready.

DM Kludde |

The stairs descend further, past the glassy layers cut through the floor of the magma vault. The heat abates, but one can only wonder what would happen if the ceiling were to give in. The prospect of being entombed in a shrine of lava is certainly not a good one.
The stairs reach a small, level chamber of dressed stone blocks. To the north, the stairs curve around the Emerald Spire where it protrudes from the western wall as they descend. But to the east stand bronze double doors sealed with red-and-black wax and hung with lead seals suspended from rotting silk ribbons. Runes are engraved around the door frame.
Just putting this out there so we can start as soon as everyone is up to it.

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So much for getting profile updated this weekend. I will get it done soon. Just want to kick this off since there isn't much reason to wait! I may not spend any gold this time and wait to buy a juicy, expensive item.
Thistle takes in the new view, grateful to see worked stone again, if only for the feeling of worrying less about the walls falling in around him. The fact that the volcanic activity above him is not truly contained is something he puts out of his mind.
He reviews the tattered silk ribbons, the wax seal, and the runes, calling Bruce over for a closer look.
Know: Planes: 1d20 + 3 ⇒ (5) + 3 = 8
Know: Religion: 1d20 + 3 ⇒ (9) + 3 = 12
Once Bruce begins to examine, Thistle stands up and weaves his hands, silently casting a simple spell.

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Bruce is busy preparing and drinking his usual extracts and potion when Thistle points out the sealed door. With a silent nod Bruce uses his wayfinder to cast detect magic and begins to look for clues as to what these runes are.
Perception: 1d20 + 13 + 1d8 ⇒ (7) + 13 + (7) = 27

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Caranthir kneels on one knee as he examines the doors and the seals.
"Do you see anything, Bruce?"
knowledge arcana: 1d20 + 10 ⇒ (15) + 10 = 25
knowledge religion/dungeoneering/local/planes: 1d20 + 9 ⇒ (15) + 9 = 24

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Also, players, if your perception or initiative changed, make sure you add it to Kludde's map page.

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Fellgrim will use his Ablative Barrier extract to prepare for their next encounter.
Fellgrim updated and ready to go

DM Kludde |

The runes are written in Thessalonian and Azlanti: Beware! Within lie the remains of the dark heretic Yarrix, cursed be her name. Enter not her tomb, lest you join her restless soul in its banishment in the spaces between the worlds.

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"Well that doesn't sound good." Bruce says as he looks down the other passage. "Think I'll go see if there is an option B." Bruce cautiously heads down the other passage keeping an eye out for traps.
Perception: 1d20 + 14 + 1d8 ⇒ (10) + 14 + (6) = 30

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Caranthir rises from his knee and joins Bruce.
"Indeed. A back door may bypass some obstacles. I hope we have prepared to face undead," he adds.

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Thistle did cast detect undead above - May have to cast that a few times this level...

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Thistle gives a grin to Caranthir as he read's the elf's lips. There is a golden glint in his eye as he smirks.
"The undead burn at the touch when I am in the form of pure life. Mindlessss undead will be driven before us like rats before a ssstorm, and undead with a mind would do well to flee, or be destroyed by our might. We are blessssed by the gods with the force of light and life. All who oppossse us will be crushed."
Channel positive energy, turn undead, energy body... We should be good. My only real concern is level drains... Hopefully you all have diamond dust so I can cast restoration on you... :)

DM Kludde |

I do hope Asuna joins at some point. I can't wait to have Kirito stuck in another choke point.
Bruce inspects the door. Although it was once warded by a magical seal, the arcane energies seem to have faded, leaving only the heavy, mundanely locked door.
DDV 30 to open

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Not that he needs it; Fellgrim offers Bruce his assistance in opening the door ...
DDV (Aid): 1d20 + 17 ⇒ (11) + 17 = 28

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So I'm guessing the other stairs go down to the next level?
Bruce comes back to the door. "Well I guess we need to unseal this door then, but I've got a bad feeling about this."
Disable: 1d20 + 20 + 1d8 ⇒ (14) + 20 + (4) = 38

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"As do I," Caranthir concurs.
The arcane archer prepares himself with a few spells before Bruce opens the door.
My standard false life, mage armor, and unseen servant, all extended with a rod to last all day. Same instructions to unseen servant with the potion.
false life: 1d10 + 8 ⇒ (4) + 8 = 12

DM Kludde |

Yes, the other stairs go down. I was assuming that would not be the preferred course of action
The wide corridor beyond is finished in dark, glossy stone. The walls feature prominent stone ribs every two feet, and meet in a pointed arch twenty feet above the floor. Narrow passageways lead north and south from this hall, and there are large bronze double doors at each end of the hall.
Init, Thistle : 1d20 + 2 ⇒ (5) + 2 = 7
Init, Bruce W: 1d20 + 2 ⇒ (4) + 2 = 6
Init, Asuna: 1d20 + 12 ⇒ (8) + 12 = 20
Init, Jelani: 1d20 + 1 ⇒ (18) + 1 = 19
Init, Caranthir: 1d20 + 11 ⇒ (12) + 11 = 23
Init, Fellgrim: 1d20 + 3 ⇒ (13) + 3 = 16
init, automatons: 1d20 + 1 ⇒ (11) + 1 = 12
Two rusty, molded automatons stand vigil over the entrance, and move as soon as the door opens.
---
Caranthir
Asuna
Helani
Fellgrim
---
Automaton
Automaton
---
Thistle
Bruce
---

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Caranthir tries to determine what the constructs might be as he unleashes icy destruction on them.
"Focus your fire," he says absentmindedly.
knowledge arcana: 1d20 + 10 ⇒ (5) + 10 = 15
knowledge religion/dungeoneering/local/planes: 1d20 + 9 ⇒ (15) + 9 = 24 vulnerabilities...
+1 Icy Burst Longbow (rapid shot, deadly aim, manyshot, weapon specialization): 1d20 + 14 ⇒ (14) + 14 = 282d8 + 20 ⇒ (2, 5) + 20 = 272d6 ⇒ (1, 3) = 4 31 dmg total, 4 is cold
+1 Icy Burst Longbow (rapid shot, deadly aim, weapon specialization): 1d20 + 14 ⇒ (18) + 14 = 321d8 + 10 ⇒ (1) + 10 = 111d6 ⇒ 3 14 dmg total, 3 is cold
+1 Icy Burst Longbow (rapid shot, deadly aim, weapon specialization): 1d20 + 9 ⇒ (10) + 9 = 191d8 + 10 ⇒ (3) + 10 = 131d6 ⇒ 2 15 dmg total, 2 is cold

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Round 1 Ablative Barrier AC20; Precise Bomb; Point Blank; Ricochet Splash
Fellgrim moves up to the doorway and tossed a bomb at the northern automaton ...
Bomb: 1d20 + 13 ⇒ (5) + 13 = 18 for Fire: 4d6 + 5 ⇒ (5, 2, 6, 4) + 5 = 22

DM Kludde |

Caranthir fires his bow, and damages the automaton badly. Strangely, the mold on the automaton also seems damaged by the freezing effect, as crumpled patches just fall straight off. The effect is short-lived, however: as Fellgrim tosses his bomb and bathes the automaton in fires, the mold grows back rapidly while the automaton goes down.
Jelani brings in a hefty cleave on the southern automaton, but feels the cold drain him.
Nonlethal: 3d6 ⇒ (3, 3, 6) = 12
These are slightly more powerful versions of the automaton you've seen before, with no particular vuknerabilities. The mold seems to be a brown mold, which is vulnerable to cold, but thrives on fire.
Can I have an action for Asuna?
--
Caranthir
Asuna
Helani
Fellgrim
---
Automaton
---
Thistle
Bruce
---

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Thistle grins as Asuna flings a fridgid ball of ice and snow over Kirito's shoulder as the dinosaur rumbles in and attacks.
ranged touch: 1d20 + 5 ⇒ (6) + 5 = 11 for cold damage, dc20 fort save or staggered for 1 rnd: 5d6 ⇒ (5, 5, 3, 6, 1) = 20
Make this attack in the remaining automaton, but we should probably try to kill the mold too... *shudder*

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In case the others hadn't already seen the effect of cold versus fire, Caranthir exclaims "Use cold on them, not fire!"

DM Kludde |

Asuna flings a ball of ice at the construct, covering it in rime and clearing it of mold. The automaton steps back and stabs Jelani with its guisarme.
Guisarme, Jelani: 1d20 + 13 ⇒ (9) + 13 = 222d4 + 7 ⇒ (1, 3) + 7 = 11
-
Thistle
Bruce
Caranthir
Asuna
Jelani
Fellgrim
---
Automaton (38)
---
---

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Caranthir steps lightly to Jelani's side, draws a single arrow, and fires.
However, unlike his previous arrows, he has imbued this one with a new trick he has learned. Upon firing, a layer of grease forms underneath the automaton.
+1 Icy Burst Longbow (deadly aim, weapon specialization): 1d20 + 17 ⇒ (13) + 17 = 301d8 + 10 ⇒ (7) + 10 = 171d6 ⇒ 3 20 dmg total, 3 is cold
Okay, trying my new Imbue Arrow trick for the first time. My arrow does its normal damage, but I'm also imbuing it with grease, which is DC 15 reflex. Also, any 1st level spells I cast, I'll use two pearls of power (level 1) to regain the first two I cast after combat.

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Thistle confidently walks just into the room and reaches a hand out to his giant friend.
May as well get a head start on healing so we can efficiently move to the next challenge. Thistle muses in his mind as he prays for curative magics.
CLW (cast as a spell, not from the wand): 1d8 + 5 ⇒ (8) + 5 = 13