Rhiannon Moonwing |
Rhiannon glances around, frowning. "Didn't Svaralk mention guard animals on the ground floor as well? I don't see them." She glances into the large room on the right (left side of the map), then heads toward the double doors on the other side of the entry chamber, looking for other hazards in the room beyond before they head upstairs or into the garden.
This thread seems pretty fast-paced (Yay!), so hope you don't mind me calling the next move for the party. I'd like to make sure the ground floor is all clear before heading upstairs.
Testudo Graeca |
Tetsudo follows behind, his voice a little less powerful underneath his visor now that he's not deliberately shouting.
HE DID! PERHAPS THEY ARE INJURED! COME RHIANNON, LET US MAKE HASTE AND RESCUE THEM!
He and his tortoise trot quickly to catch up to the paladin.
Works for me!
Heorn Boulderstep |
"Sure. Why not? This means more to smash or get smashed s we go along. strangely Heorn seems less drunk then before.
GM Eddv |
As Rhiannon looks over to the left side of the room, she sees three large mastiffs that don't seem to have quite noticed you.
As, presumably, you move over closer to them they stand at rapt attention and begin to growl as you might expect them to.
You have one opportunity to address the problem presented by the guard dogs without it devolving into combat.
Rhiannon Moonwing |
"Umm.... nice doggies?" The paladin asks uncertainly as she motions the others to back up. The animals don't seem unnecessarily antagonistic, or not at the moment at least. Maybe they could find another way to deal with them without hurting them.
Backing off to discuss a plan is the only thing Rhiannon could suggest, but if it becomes a combat she will defend herself. Do we have any ranger types to do a Wild Empathy check?
Testudo Graeca |
Tetsudo flips back his visor and grins at the dogs.
Handle Animal: 1d20 + 11 ⇒ (9) + 11 = 20
His voice is oddly calm and soothing.
Good boys... Nice boys... who wants a bone eh? I betcha I can get you some nice bones here soon.
Trying to handle animal to use the "Down" trick, assuming they are trained to do it. If not, then I have to "Push" instead which is a much higher DC, but worth a shot.
Vrothum |
I don’t care much for animals, and they don’t care for me I’ll hang back on this one friends.Vroth will maintain his spot towards the back, keeping an eye out from their flank.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
GM Eddv |
Tetsudo manages to get the dogs to down. They sit in obeisance to the command of the experienced cavalier.and remain in place.
and given that I saw you planning to just complete the first floor before going upstairs...we are a bit ahead of schedule at this point so I may slow down a bit now.
You notice that there is nothing else of particular interest on the first floor now that you have gotten the dogs to stand down and made quick work of the animated guardian banners.
Gears, glass, and chunks of wax litter the polished wood floor under a sign that proclaims “Scars of the Lich.” The corpse of a Kellid warrior lies in a pool of blood, her furs soaked through. A constant ticking and whirring sound echoes in this area
Vrothum |
Perception: 1d20 + 7 ⇒ (6) + 7 = 13 Vrothum pauses for a moment taking in the scene and tries to discern where the ticking is coming from and look for any identifying marks on the fallen warrior. Do you guys see anything, or can you tell from where that noise is coming from?
Heorn Boulderstep |
Perception 1d20 + 7 ⇒ (15) + 7 = 22
Heal Check 1d20 + 3 ⇒ (16) + 3 = 19
"I suggest caution. Nigel somehow has gotten himself effective guards!"
Rhiannon Moonwing |
"Well done, Testudo. I had no desire to slaughter those animals that were only doing their duty as they were trained." She slaps the hulking cavalier on his shoulder, then moves to investigate the rest of the lower level along with the others. Along with Heorn, she investigates the body of the Kellid warrior, to learn exactly how she was killed and how long ago - whether it's only been a matter of less than an hour or so or perhaps longer than that. Heal Check: 1d20 + 7 ⇒ (19) + 7 = 26
When the others are ready, Rhiannon will follow Testudo up the stairs to the second level where perhaps they can find the source of the sounds they hear echoing around.
Do we have reason to believe this body is not one of the guardsmen sent in to quell the trouble and failed a short time ago?
GM Eddv |
Just FYI, because I think I did not make it clear this is on the second floor already. I will take some liberties to make it so you were exploring the upper floor.
The Kellid Warrior appears to be freshly dead - within the last hour for sure. However, he appears to be a bit too....tribal to have been someone Nigel or the Society sent prior to you.
As Rhiannon gets up from look at the creature and joins Testudo in exploring the source of the whirring becomes clear - the clockwork mechanism that Nigel told you about - its appendages fresh with Kellid blood.
Red Clock: 1d20 + 6 ⇒ (18) + 6 = 24
Blue Clock: 1d20 + 6 ⇒ (13) + 6 = 19
Green Clock: 1d20 + 6 ⇒ (14) + 6 = 20
Init Testudo : 1d20 + 1 ⇒ (13) + 1 = 14
Init Rhiannon : 1d20 + 1 ⇒ (2) + 1 = 3
Init Elvik : 1d20 + 2 ⇒ (9) + 2 = 11
Init Aika : 1d20 + 3 ⇒ (10) + 3 = 13
Init Aramil: 1d20 + 1 ⇒ (20) + 1 = 21
Init Vrothum: 1d20 + 5 ⇒ (7) + 5 = 12
Init Heorn: 1d20 + 0 ⇒ (8) + 0 = 8
Aramil
---
Red Clock
Blue Clock
Green Clock
---
Tetsudo
Aika
Vrothum
Elvik
Heorn
Rhiannon
For every 5 that you beat the DC, you may ask for one piece of information from this list.
Rhiannon Moonwing |
"I don't this was one of the guards. He's too... tribal. And he died recently, within the hour..." Rhiannon trails off and draws her sword as the whirring clockwork mechanisms come zipping around the corners of the central room. "...probably by those." She concludes as she brings her weapon to bear, but too slow!
I'll post action after the bad guys make their attacks.
Heorn Boulderstep |
"I must concur." Heorn agrees after yet another swig of alcohol.
Monster Lore, Inspiration
Knowledge (Arcana) 1d20 + 7 + 3 + 1d6 ⇒ (8) + 7 + 3 + (1) = 19
GM Eddv |
What information do Heorn and Aramil want...and which servant is aramil casting at?
Heorn Boulderstep |
Heorn lives to serve. What ever information the party wants and need. I suppose DR and Special attacks?
Rhiannon Moonwing |
Heorn lives to serve. What ever information the party wants and need. I suppose DR and Special attacks?
Sounds good to me!
GM Eddv |
no DR or hardness, special abilities include the ability to launch a net from their shoulder canon and an ability clockworks have to heal each other.
Random Targetting for Magic Missile. 1 is red, 2 is green, 3 is blue: 1d3 ⇒ 22d4 + 2 ⇒ (2, 2) + 2 = 6
Aramil
---
Red Clock
Blue Clock
Green Clock (-6 hp)
---
Tetsudo
Aika
Vrothum
Elvik
Heorn
Rhiannon
The Red clock moves and fires a net at Testudo and the blue one does the same to Vrothum.
Red Clock Net: 1d20 + 4 ⇒ (8) + 4 = 12
Blue Clock Net: 1d20 + 4 ⇒ (6) + 4 = 10
Vrothum dodges the net but Testudo finds himself harried!
If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
The Green clock then sidles up to Testudo and slams into him.
Green Slam: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 6 ⇒ (4) + 6 = 10
Thanks to his newly hindered mobility, Testudo is unable to avoid getting slammed into.
Aramil
---
Red Clock
Blue Clock
Green Clock (-6 hp)
---
Tetsudo (-10 hp, NETTED)
Aika
Vrothum
Elvik
Heorn
Rhiannon
Testudo Graeca |
So, quick question, I'm entangled by a net, but I'm just sitting on my turtle, can Roshi still charge with me on top?
Spirited Charge: 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27 Ride by attack on red
damage: 3d8 + 39 ⇒ (8, 8, 8) + 39 = 63
Roshi Strength Check: 1d20 + 2 ⇒ (3) + 2 = 5
Roshi Bite: 1d4 + 3 ⇒ (4) + 3 = 7
The net snapped off him Tetsudo swears a few more times as he shakes the rope off. He then has Roshi turn and rush past red. Do whatever above is for attack
GM Eddv |
Yeah so this is an area where the rules aren't pariclarly well written. My ruling would be that while Roshi can move freely and himself benefit from a charge that Testudo cannot benefit from the charge under these conditions. Given that ruling, my inclination is to say Roshi moved and you hit the guy for 21 Damage, but if you would rather do it the other way thats fine
Testudo Graeca |
Eh, I'd like to have roshi bite the rope off and then attack then, I'll only move 25 feet instead of 50, but I'll be okay, and I'm pretty sure my target won't.
Vrothum |
You shall not hurt anyone else! With that Vrothum lets out a roar and his body erupts with a brown aura, and his scales and claws glisten with a metallic brown sheen.
Rage and Full-Attack
Claw 1: 1d20 + 9 ⇒ (17) + 9 = 261d8 + 5 + 1d6 ⇒ (3) + 5 + (2) = 10
Claw 2: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 5 + 1d6 ⇒ (2) + 5 + (4) = 11
Bite: 1d20 + 9 ⇒ (9) + 9 = 181d6 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10
Heorn Boulderstep |
Heorn moves up to free the turtle knight.
"I'll have this off soon. Just wait a while."
Rhiannon Moonwing |
Rhiannon moves to deal with the one of the left flank (blue), slashing with her bastard sword as she gets close enough to strike.
Bastard Sword Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Bastard Sword Damage: 1d10 + 2 ⇒ (8) + 2 = 10
"Ragathiel's mercy these are the strangest creatures I've ever encountered!" The paladin exclaims with exasperation.
GM Eddv |
No DR, nor any hardness
Testudo and Roshi work through the net around them, the turtle biting off the binding while moving the Rockman into position with his lance to positively ROCK the Red clockwork.
Vrothum gets MAD and shreds the green one with his natural weapons rending it into pieces.
Meanwhile Rhiannon moves to engage the Blue one dealing a modest slash to the creature.
Aramil
---
Red Clock (-21)
Blue Clock (-10)
---
Tetsudo (-10 hp)
Aika
Vrothum
Elvik
Heorn
Rhiannon
Elvik Dimbelt |
Elvik moves up to the red clock and tries to hit it with his axe.
Axe vs. red: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d10 + 3 ⇒ (8) + 3 = 11
Aika feels threatened by the bluish clock and attempts to bite it.
Aika vs. blue: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
GM Eddv |
Elvik shreds the red enemy, while his wolf takes a modest bite out of the bluish one.
Aramil meanwhile uses his Hand of the Apprentice to club at the bluish clock
CLUB BLUE: 1d20 + 6 ⇒ (4) + 6 = 101d6 ⇒ 1
The club fails to hit home.
Aramil
---
Blue Clock (-14)
---
Tetsudo (-10 hp)
Aika
Vrothum
Elvik
Heorn
Rhiannon
The Blue clockwork tries to return fire on Rhiannon
slam: 1d20 + 6 ⇒ (1) + 6 = 71d4 + 6 ⇒ (2) + 6 = 8
It spins wildly and misses by a wide margin.
Aramil
---
Blue Clock (-14)
---
Tetsudo (-10 hp)
Aika
Vrothum
Elvik
Heorn
Rhiannon
Testudo Graeca |
Tetsudo lumbers over, calling out to his friends.
MAKE WAY, MAKE WAY, TURTLE COMING THROUGH, EXCUSE ME...
He approaches blue at a fairly fast pace, if not his insane usual charge, before reaching out and attempting to stab the thing with his lance.
Lance: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Rhiannon Moonwing |
I wonder if one can be trampled by a turtle? Rhiannon thinks distractedly, biting her cheek to keep her from laughing out loud at the mental image as she swings her bastard sword again, keeping her shield up high to block another shot from the animated clockwork.
Bastard Sword Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Bastard Sword Damage: 1d10 + 2 ⇒ (8) + 2 = 10
Probably a miss, but the big guy got a crit!
Testudo Graeca |
Cool! Didn't even notice! And btw, yes, you can be trampled by a turtle, I'm picking that up in a level or two for added hilarity.
Lance crit?: 1d20 + 10 ⇒ (3) + 10 = 13
damage crit?: 1d8 + 7 ⇒ (5) + 7 = 12
Vrothum |
Vroth, in a frenzy, rushes over to finish off the remaining clock.
Bite: 1d20 + 9 ⇒ (4) + 9 = 131d6 + 7 + 1d6 ⇒ (6) + 7 + (2) = 15
But he’s a little too wild and his bite goes wiffs.
Heorn Boulderstep |
Seeing the turtle knight free once ore, the drunk dwarf moves to aid Vrothun! Swinging his morningstar, he slaps it against the clockwork menance!
Morning star 1d20 + 4 ⇒ (2) + 4 = 61d8 + 3 ⇒ (7) + 3 = 10
True to form like a worthy drunk, Heorn succeeds in missing his target by a wide margin.
GM Eddv |
You know you can roll your own attack rolls and damage right Aramil?
Hand of the Apprentice: 1d20 + 6 ⇒ (17) + 6 = 231d6 ⇒ 4
The party gangs up on the last clockwork and despite it pulling out some sweet dodgy moves, the lancing by Testudo and the wizards club hurtling through the air at the creature knocking it offline.
The group finishes sweeping the room but quickly finds that trail leads to the third floor - which is currently magically sealed.
To pull down the curtain for a moment - there is an encounter outside the museum you can pursue - or you can challenge the encounter we just did or the first encounter at tier 5-6, your call.
Rhiannon Moonwing |
Rhiannon approaches Testudo and draws forth a wand. "You're hurt. Here, let me take care of that." She will invoke the wand's healing magic on the warrior, as well as on herself, for the battle with the banners battered her a bit, even if it caused no injury.
"I believe we should secure the grounds before assailing the third floor." The paladin suggests.
Use CLW wand on Testudo and myself. I'll roll as many times as needed to cure Testudo of 10 damage and myself from 8 non-lethal. I'd rather not fall unconscious in a battle, and I don't think we can rest for hours on end. If we don't clear the area, maybe we miss out on the secondary achievement? I'm for clearing out the floor before we head out. As for tier, I'm fine with the 5-6. We can probably handle it. Right? :)
CLW Wand - Testudo: 1d8 + 1 ⇒ (8) + 1 = 9 HP healed
CLW Wand - Testudo: 1d8 + 1 ⇒ (4) + 1 = 5 HP healed
CLW Wand - Rhiannon: 1d8 + 1 ⇒ (8) + 1 = 9 HP healed
Oops! Didn't mean to do that twice for Rhiannon, since she healed up after the first charge so I edited that second roll out, if that's OK. Two 8s! Nice!! So 3 charges used and I think everyone is fully healed?
Testudo Graeca |
I have Gm'd this, so I'll stay mum as to my opinions. I just like smashing higher level things, but tactical choices like "What do we go after" I'll keep hush about.
Tetsudo looks as his wound is healed and flips his visor up to look at Rhiannon.
TIS BUT A FLESH WOUND, BUT THANK YOU OH FAIR AND BEAUTIFUL PALADIN! YOUR GRACE IS MOST APPRECIATED! YOU HAVE THE DEBT OF THE TURTLE KNIGHT!
Roshi slowly shakes his head as he plods along.
FORSOOTH, WE HAVE TRULY CRUSHED THESE CLOCKWORK MONSTROSITIES! THEY WHERE NO CHALLENGE AT ALL! LET US SALLY FORTH TO VICTORY!
He slams his visor back down again with a small ringing as he shoulders his lance again.
Aramil Wizard |
@GM I'm sorry about that the board servers were giving me fits last night! I got a site down message at one point!
"I agree with Rhiannon we should look around the grounds before moving to higher levels. Even with our brave oread there may let be foes down here!
Heorn Boulderstep |
Same here.
"Sweep the place before proceeding? Sounds like a solid plan." Heorn answers as he somehow finds himself more ale.......
Vrothum |
Vrothum aura slowly dissipates, as he slowly regains control. Breathing heavily he says. Yes, let’s be sure they have all been dispatched before moving on. Vroth will maintain near the rear of the group. Nice work everyone, let us press on.
GM Eddv |
Ok got it, go downstairs to look at the encounter you missed, then going on to 5-6 if we have time, got it. We are back on the first map, down at the bottom of the slide
Ok the group heads back outside to do a sweep of the garden while they wait for other agents to work on the seal preventing access to the third floor.
Thousands of glowing glyphs form a protective shell around the outside of the museum, casting a sparkling aura of light that bounces off the fountain’s waters.
A PC that is adjacent to the runes can attempt to shut them down with Disable Device, Knowledge (arcana), Linguistics, Spellcraft, or Use Magic Device. Spells like detect magic or erase can also help.
-----
For every 5 that you beat the DC, you may ask for one piece of information from this list.
Init Runes: 1d20 + 6 ⇒ (13) + 6 = 19
Init Testudo : 1d20 + 1 ⇒ (4) + 1 = 5
Init Rhiannon : 1d20 + 1 ⇒ (13) + 1 = 14
Init Vrothum: 1d20 + 5 ⇒ (19) + 5 = 24
Init Elvik : 1d20 + 2 ⇒ (18) + 2 = 20
Init Aika : 1d20 + 3 ⇒ (8) + 3 = 11
Init Aramil : 1d20 + 1 ⇒ (17) + 1 = 18
Init Heorn: 1d20 + 0 ⇒ (14) + 0 = 14
Vrothum
Elvik
---
Runes
---
Aramil
Heorn
Rhiannon
Aika
Testudo
Vrothum |
Hmm...what are these things?
Knowledge(Arc): 1d20 + 5 ⇒ (9) + 5 = 14
Hold on guys these are callled living runes, all I know is to be cautious of these. Aramil you probably know more than I what do you think?
Heorn Boulderstep |
*hic*
"Let's see. Looks like grog on a flat plane inclined to flow down a gullet......."
Knowledge (Arcana), Inspiration 1d20 + 7 + 1d6 ⇒ (20) + 7 + (3) = 30
"Oh wait you meant those things. Living Runes and they.....wee I'm not interested. I'l go handle those while you play with the little pouppies.."
Heorn will head towards the Runes to attempt to disable them with Drunken inspiration....
GM Eddv |
Heorn walks over to the runes, triggering a trap on the garden.
Burning hands, nonlethal Rhiannon, Heorn, Testudo DC 15: 3d4 ⇒ (4, 4, 1) = 9
Nevertheless, he makes his way to the magic runes and begins to disable them!
technically you're only supposed to be able to earn 2 successes at a time towards disabling them but you so murdered that check I am giving you three.
Vrothum
Elvik
---
Runes
---
Aramil
Heorn
Rhiannon
Aika
Testudo
Testudo Graeca |
Tetsudo, who is as boystours as ever, calls out from his echoing helm
I WILL PROVIDE YOU COVER MY COMPANION!
He and his turtle begin to charge forth!
TALLYHO!
He smashes into the floating runes, continuing on and turning around, getting ready for another pass.
Probably won't do much of anything, but this is Tetsudo's idea of "Helping"
Spirited Charge: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 3d8 + 39 ⇒ (6, 8, 2) + 39 = 55