RotRL: The Alkenstar Expedition
(Inactive)
Game Master
drbuzzard
Guns vs. Magic in Rise of the Runelords.
Current map
Xin Shalast Map
Loot List
Obi will be mobile again in about a minute.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Really? Gluttony and necromancy? Who thought of that - I would think something like Sloth with the way zombies shamble around. But I meant in general. Tracking down a smuggler? Skeletons. Find a powder distributor working out of Cheliax? Vampire. Get transported to a far off land? Mummies. It's ridiculous.
After all the zombies killed every year I've just got to wonder if eventually the necromancers won't run out of bodies. And they're always human undead too. I've never seen an orc mummy, or a halfling vampire, or a zombie gnome. It's just weird.
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10 Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
I think I have a fever coming on...belgh
Mummy Rot: curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —.
about when Obi starts to move again, Bander feels stricken with something nasty.
con damage: 1d6 ⇒ 3
chr damage: 1d6 ⇒ 6
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Bo uses lay on hands on Bander..
Heals: 3d6 ⇒ (2, 4, 5) = 11
Caster Level vs Disease: 1d20 + 6 ⇒ (3) + 6 = 9..
again
Heals: 3d6 ⇒ (1, 3, 6) = 10
Caster Level vs Disease: 1d20 + 6 ⇒ (9) + 6 = 15..
again
Heals: 3d6 ⇒ (2, 2, 1) = 5
Caster Level vs Disease: 1d20 + 6 ⇒ (18) + 6 = 24..
Finally on the 3rd try he removes the desease..
Yap uses lesser resto on Bander..
1d4 ⇒ 4
Bo uses 2 scrolls of it..
2d4 ⇒ (1, 2) = 3 he can deal with 2 Cha damaged for now..
I think everyone is full hps right?
Unless your lay on hands also removes curses, you just wasted a lot of effort. Remove curse has to be done first to remove mummy rot.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
In that case nvm.. We just use he lesser restos to cure him damage for now.. I have no remove curse action..
You need a caster level check to heal anything on him once he has mummy rot.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Gotcha.. Im not sure his current hp.. Im pretty sure everyone was full though after the channels..
Yes, he should be full up since the channels were before the onset of the disease so they didn't need the checks.
Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste
"err .... yeah ... just seemed only sporting to let them take a few swings before I joined in and helped you guys." Obi mumbles.
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10 Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
I think this is going to end poorly
Well you have only one door out of here, so I assume you head that way.
The doors do not set off the trapdar.
Inside:
The ceiling rises to a dome thirty feet above, while the floor drops away into a dizzying pit. A cross-shaped bridge of marble stretches across this pit, allowing access to four sets of iron double doors. Four bas-relief carvings of incredible detail have been carved into the curved walls in the four corners of the room, each under a word written in spiky runes. One holds aloft a sprig of grapes and a loaf of bread, one holds a wedge of cheese and a huge haunch of meat, another wields a platter heaped with candies, and the last simply stands with arms crossed, his mouth wide and grinning to display teeth that have been filed to points. Below each carving, the wall drops away into darkness, yet along these depths dozens of burial niches containing stone sarcophagi are visible.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Great. Sarcophagi. I wonder what's in those.
Perception: 1d20 + 23 ⇒ (7) + 23 = 30
When we get out of here I vote we send for a cannon. I know it'll be hard to cart around behind us but it'd totally be worth it. I had this idea for a shell filled with bullets. See you cut a fuse depending on how far you're firing and then bam! bullet storm.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
"I like they way you think Jan.. Perhaps we should get a golem that has cannons for arms.. Surely the Alkenstar Grandmasters could craft such a thing.."
Bo detects evil in the room.
This whole place reeks of evil, but there are no individual spots which stand out.
Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste
"Can anyone read that writing?" Obi asks.
Unless someone picked up Thasselonian while I wasn't looking, no.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
I have comp languages scrolls but it never seems to work..
"Ok so to the north, East, or South?"
Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste
You head north. No TRAPDAR ping on the door.
The walls of this room have been plated in iron, each plate of which bears a single rune—the upside-down, hooked “U” shape. What appear to be two ten-foot-tall smooth crystal pylons stand in the middle of the room. A rippling curtain of blackness shimmers between these crystals. On the opposite side of each crystal, strange tendrils of black energy—reverse lightning crackling in extreme slow-motion—extend out from the crystals into spheres of roiling blackness in circular caverns to the left and right of the entrance. The air in the room is shockingly cold.
Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste
"I'm stating right now that I think touching that black stuff is a bad idea."
Where's your sense of adventure? It's OK you have a kender, I mean halfling, I'm sure someone will try.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Any knowledges pertinent? Detect magic with Spellcraft?
Guessing Know Arcana: 1d20 + 22 ⇒ (11) + 22 = 33
Spellcraft: 1d20 + 22 ⇒ (20) + 22 = 42
You detect strong conjuration magic from the pylons. You think the curtain of blackness is negative energy based.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
"Yea probably not the best idea to mess with anything in here. Let's try another way.."
No idea what this might be used for?
Might be a portal or something. Given the relationship between undead and negative energy, a source of such energy available to undead, would seem handy.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
"We might need to destroy that at some point, or try to at least.."
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Great. A giant battery for the undead. This is actually worse than clowns.
Obviously I need to introduce undead clowns.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Pretty sure there are rules about that sort of thing.
or...dare I say it? Undead mimes!
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Undead Midget Clowns.. With forks for weapons.
"To the East!"
East it is.
The scene in this room is appalling—a half-dozen brutally savaged human bodies dressed in light blue, bloodstained robes lie sprawled about the place. Several of the bodies seem to have had limbs or organs removed.
Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste
How old are the bodies?
Heal Check: 1d20 + 8 ⇒ (10) + 8 = 18 (to determine time of death, not stich anyone back together)
They seem reasonably fresh, but it's hard to say since none of the normal mechanisms of decomposition seem to have started at all.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
"Well that is unsettling.."
Bo moves to inspect the closest body for any marking or crests that might give hint as to who they were..
Perc: 1d20 + 24 ⇒ (15) + 24 = 39 With See Invis
They have been stripped of most clothing and possessions. Their robes are stacked fairly neatly in a corner. The bodies look like they have been carved up for parts, with chunks having been neatly removed.
The robes do tend to look like fairly normal wizard fare.
Knowledge arcana can get you something here.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Know Arcana: 1d20 + 22 ⇒ (7) + 22 = 29
You would guess that a necromancer has been harvesting parts from the bodies for their nefarious purposes.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
"Necromancer.. Imagine that. Bander you wanna check out the north door? Let's try that way."
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
OK, this might be worse than mummies.
Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste
"Might as well try the north one."
This chamber appears to be some sort of laboratory. Tables made of stacked sarcophagi support alchemical apparatuses, books, carved bones, scrolls, and various pieces of anatomy that have been dissected and preserved in dozens of ways.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Perception: 1d20 + 23 ⇒ (11) + 23 = 34
Nothing hidden comes up with close examination. It seems to be a straightforward laboratory if rather macabre.
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10 Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
Bander comes out of his daze, and makes his way to the front of the group, and makes his way to the next door, and through
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Gotta pick north or south.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
North.. Letting the hobbit check for traps obvisualy..
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