Toctep
|
Toctep is breathing hard after the fight, even though he has not a scratch on him. After he has regained his composure a bit he starts kicking the bones in different directions.
Stopped bloodrage, fatigued for 4 rounds after combat
| GM Qwerty |
A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing to thereafter resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
The group begins to chatter and kick around some of the bones wondering what to do next...
Teena Akash PFS
|
Knowledge Religion 1d20 + 5 ⇒ (14) + 5 = 19
"Quickly, do any of you have holy water, or can you channel positive energy? Knocking those things down and then applying holy water or positive energy can finish those things off."
Elric Woodsborne
|
Elric sheathes his blade and rests his hand on Anto's shoulder.
Continuing to just smash them saves resources. They weren't much of a threat this time, I doubt they'll be a threat next time.
Teena Akash PFS
|
"I hate the idea of things coming up behind us. Let's backtrack and make sure there is nothing sneaking up on us that we are unawares of."
Grimnir Hammerhand
|
Grimnir shakes his head.
"We're lookin' fur th' sister, an' Ah huvnae heard a peep oan thes level. Ah say we go doon an' see if we can fin' 'er belaw."
Toctep
|
"I agree with the dwarf, we are looking for thissss human, letssss move on assss quickly assss we can"
One more vote for the second level
| GM Qwerty |
ok then second floor it is, map is updated
At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.
The floor bears an inscription spiraling out from the pillar and written in Common. It reads: “To the south you might take your ease, to rest and reflect on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.”
Toctep
|
"It ssstinks there" Toctep says while looking to the west "Probably more undead, letssss find out if thisssss woman isssss in need of our help."
Teena Akash PFS
|
"If the girl came down here, I'd assume she went toward the water if she wasn't well supplied. I'd avoid that smell, too. May we go east to look for her first."
Toctep
|
"Ok, easssst it issss" Toctep says before moving to the east
| GM Qwerty |
You investigate the eastern passage and find that it begins to slope down a bit after leaving this chamber and that water has collected in the corridor, growing deeper as the passage continues. This is the source of the dripping noise, as the ceiling appears to be leaking in many places.
reveals that a strange echoing gurgle comes from the east as well, but it is relatively faint.
To the south, nothing can be heard or seen. To the west, the stench of rot grows stronger the closer the one get to the mouth of the corridor, but nothing can be heard from that direction.
As the group moves to the east the corridor splits into two passageways. The top passage has the water growing deeper, eventually reaching a depth of just over 2 feet. Toctep and Elric discover the end of each corridor has a swollen wooden door, barely contained by its decaying frame.
Grimnir loos to the lower passage and discovering a room, stays outside of the actual room but peers into it to see what he can see.
A strange blue fungus covers the walls, ceiling, and pillars of this waterlogged chamber. Its wispy strands stretch out from the wall like roots dangling in the air, twitching and swaying in an unseen breeze. Floating in the water seem to be bodies or maybe animals, hard to tell from this distance with the poor lighting and floating debris.
Grimnir Hammerhand
|
Grimnir shares what he has found, including the things floating in the water.
"Dae ye want tae try thes sooth passage, ur th' duir tae th' north?" he asks.
| GM Qwerty |
The water in this chamber is a little over a foot deep.
making each square difficult terrain for Small or smaller creatures. Medium and larger creatures are unaffected. Regardless of a creature’s size, the water hinders any action requiring an Acrobatics check (increase the DC by +2).
The group can see another corridor on the far side of the room.
Grimnir Hammerhand
|
Grimnir smirks and says "May an well be me. As lang as th' water doesnae get mah beard wet."
The dwarf wades carefully into the water.
perception: 1d20 + 4 ⇒ (3) + 4 = 7
Toctep
|
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
"Did you hear the gurgling ssssound?"
Toctep waits for Grimnir and will follow him through the water if he gets more than 20 feet away from the others.
| GM Qwerty |
As Grimnir and Toctep move into the pillared room in the south they wade through the water with their eyes peeled...they do notice the blue fungus spreads throughout the room...
After looking at the fungus again you remember it is a rather dangerous hazard known as azure fungus. As a byproduct of its growth, the fungus builds up a charge of electricity that it releases in bursts into its surroundings. Normally this can be detected by a faint sizzling noise coming from the fungus. The azure fungus is sensitive to touch and discharges its electricity if contacted. You also remember it can hum and discharge the electricity at odd disturbances such as water splashed upon it. Cold damage will make it inert for a time
Toctep
|
"I ssssshould have watsssched the elderssss when they exsssplained about nature"
Toctep says while he watches the blue fungus spread
Toctep
|
Toctep is moving as quickly as Grimnir is, although is is capable of moving a lot faster
I assume double moves for Grimnir = 40 feet/round. Toctep moves that distance with a single move action. If something nasty happens Toctep will use the standard action for something useful (probably to close with an enemy or get the heck out of the water)
| GM Qwerty |
As the first ones begin to move slowly through the water to the other side, Grimnir, Toctep and Teena make their way over as the others watch. The fungus suddenly appears to glow and then an electric discharge erupts from the fungus through the water targeting everything in the water...fortunately none of the team was in the water at the time so no one gets shocked but it is clearly revealed one should not be in the water when the fungus erupts again...
Grimnir sees a partially flooded room to the south...
Grimnir Hammerhand
|
Grimnir flinches as the fungus almost sends a jolt of electricity through his heavy armor.
"Mah uncle Chester nearly died by electrocution. let's stay awa' frae 'at," the dwarf suggests.
"Och, an' there's a room 'ere tae th' sooth," he says as he points toward it.
perception: 1d20 + 4 ⇒ (8) + 4 = 12
Toctep
|
"Let me go firssst dwarf, I am quicker" Toctep says while he moves to the south. He looks for more fungus and then quickly crosses to a dry patch.
| GM Qwerty |
This large chamber is partially flooded, with the south end just barely rising out of the stagnant water. On the far end of the room the dwarf notices a large wheel set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber.
Just for peoples reference- Grimnir, Toctep and Teena crossed the fungus lined water filled room where the group discovered the fungus randomly shoots out electricity into the water. The others have not crossed that room yet.
Grimnir Hammerhand
|
Grimnir looks warily at the water.
"Anyain want tae tak' a sweem? Th' water looks fine."
Looking over at the large wheel, he says "Still, Ah think we need tae try 'at wheel. Mebbe it opens a duir in 'ere."
Elric Woodsborne
|
Elric shakes his head.
I learned a long time ago that swimming in armor is a bad idea. I'll let those more skilled take this task on.
He idly rests his hand on Anto's shoulder as he speaks.
Grimnir Hammerhand
|
Not liking the look of the mold-covered water, Grimnir looks around for a chunk of masonry or something else he can throw into the water. Once he finds something, he chucks it in to see if anything moves.
| GM Qwerty |
still awaiting a flight but posting now
Grimnir finds a wall stone to throw into the next room and it makes a loud plopping sound as it sinks to through the water. The water disturbance seems to have awakened 6 skeletons in the room and they rise out of the water...
Teena:1d20 + 4 ⇒ (10) + 4 = 14
Toctep:1d20 + 1 ⇒ (12) + 1 = 13
Grimnir:1d20 + 2 ⇒ (3) + 2 = 5
Chankotu:1d20 + 2 ⇒ (7) + 2 = 9
Skeletons:1d20 + 6 ⇒ (18) + 6 = 24
for when they join-
Necuametal:1d20 + 3 ⇒ (15) + 3 = 18
Elric:1d20 + 1 ⇒ (17) + 1 = 18
The three closest skeletons advance to Grimnirs position and the lead one attacks...Claw ATK: 1d20 + 2 ⇒ (16) + 2 = 18...DMG: 1d4 + 2 ⇒ (1) + 2 = 3 striking the dwarf for a bit of damage...
Combat 1st Round
Skeletons
Teena, Toctep, Chankotu, Grimnir
Grimnir Hammerhand
|
As the first skeleton rises from the water, Grimnir swings his weapon in its direction.
MW Dorn Dergar AoO: 1d20 + 4 ⇒ (11) + 4 = 151d10 + 4 ⇒ (1) + 4 = 5 I have combat reflexes so should be able to hit it as it comes in with my 10' reach. I'll then step back and strike it again.
The dwarf then steps backward toward his companions, but runs into one of them, ruining his aim.
MW Dorn Dergar: 1d20 + 4 ⇒ (4) + 4 = 81d10 + 4 ⇒ (5) + 4 = 9