Samnell |
[dice=kn:local]1d20+1
[dice=kn:religion]1d20+5
[dice=perception]1d20+4Regin moves through the hall and shivers. This doesn't feel natural... He casts a simple detection spell to see if anything magical is about.
Cast Detect Magic
Regin's spell detected faint evocation about the statue's hands. It might be proper blasting magic, but they'd come far enough between them without being slain to call that in some doubt. He suspected instead some sort of elemental energy drawn to the place, alike in hammer to how fire magic draws on elemental flame but without deadly intent.
Samnell |
Tribim shrugs his shoulders, "There are odd currents blowing toward the statues hands, and there not from around here, maybe the wind is related to the sculptures. but why did it get so cold?"
Tribim proceeds to the end of the corridor and takes a careful looks around.
Tribim followed the corridor to its end, where it turned either way around a large pillar of blue-veined stone. The cold grew as he approached, to the point of becoming uncomfortable.
Tribim |
'How very odd. "Hey guys, this is another pillar of blue-veined stone." Tribim sends his dancing lights slowly around the pillar, walking along inspecting it.
He will go slow, take 20 [27] on perception and also casting detect magic
Samnell |
Tribim stalked ahead, finding the pillar essentially a blank rock until he rounded the corner. There it bore a floor to ceiling niche where his keen eyes spotted a concealed catch. To the other side, the hallway opened into another room that looked to have been some sort of personal chamber. A large stone slave suggesting the shape of a bed rested against one wall, under a huge relief of an Untheri noble with a prominent nose. He bore a personal seal on an amulet about his neck. Wardrobes and dressers carved from the walls bore the signs of long-ago robbery: thrown haphazardly open, debris scattered on the floor.
Around the south side of the pillar, Tribim found a fountain with a basin set into the floor and spigots high above, linked by two intertwined and carefully carved streams of what he first thought to be fine crystal but radiated such cold that he knew them for ice.
Past the fountain, he could see a brown stain on the floor that extended around the still-hidden side of the pillar.
Tribim |
'wow, I did not expect to find someone's bedroom.' Tribim inspects the room to the east quickly, "Oy, you blokes need ta see this!" He then continues moving around the pillar keeping a keen eye out.
trib will take 20 [27] inspecting the room then continue moving around the pillar, taking 20 [27] on perception.
I thought that if he was taking 20's that it would take long enough for the others to be doing something as well. So if you want to wait for them I will not be offended. Of course, if you want to continue, I'm your huckleberry!
On the map there is a door or a window to the south, does the 27 permit him to find it? I don't want to talk about it in game if he's not supposed to 'see' it ;)
Samnell |
On the map there is a door or a window to the south, does the 27 permit him to find it? I don't want to talk about it in game if he's not supposed to 'see' it ;)
It's a door I forgot to mention.
Ice ACs: 16, T10, F16
Round 1
Tribim continued around the south side of the pillar, past the streams of ice and to the corner. There he came near the brown stain on the floor and between one step and the next the cold turned from uncomfortable to deadly. Before he could draw back, he collapsed in shivering and lost consciousness.
As the halfling fell, the ice streams came to life and shaped themselves into two creatures about Tribim's size but with bodies of pure ice tapering down to a serpentine tail. They cried out alarms in Ancient Untheric.
Which is enough to tip the rest of the party off.
First there is the brown mold.
Nonlethal damage: 3d6 ⇒ (2, 5, 3) = 10 That brings Trib's non-lethal damage up to 12, as he had two more from before. It was on his token but I forgot to flag the counter to visible. He's unconscious.
Inits!
Ice: 1d20 - 1 ⇒ (15) - 1 = 14
Amarekashu: 1d20 + 2 ⇒ (15) + 2 = 17
Arundel: 1d20 + 10 ⇒ (15) + 10 = 25
Dommer: 1d20 + 2 ⇒ (18) + 2 = 20
Namtar: 1d20 + 8 ⇒ (11) + 8 = 19
Regin: 1d20 + 2 ⇒ (14) + 2 = 16
Tribim: 1d20 + 6 ⇒ (17) + 6 = 23
Order is Arundel, Tribim, Dommer, Namtar, Amarekashu, Regin, Ice. The party is up!
Tribim |
well at least it's non-lethal ;)
Tribim drops unconscious in the cold...and dreams of ice cream...
Arundel |
Arundel, still shaking his head after the hit from the eyeballs, rushes forward at the cries of alarm. He will peek around the corner and see what it is that they are now facing.
Knowledge check? I have arcana, history, and religion, all at +7
Know: 1d20 + 7 ⇒ (8) + 7 = 15
Dommer |
Dommer double moves towards the action, as fast as his little legs allow.
Samnell |
Ice ACs: 16, T10, F16
Round 2
Arundel, still shaking his head after the hit from the eyeballs, rushes forward at the cries of alarm. He peeked around the corner and see what it is that they are now facing. To his regret, he couldn't place the creatures at all. Perhaps they were some sort of construct?
Dommer moved toward the action, as fast as his little legs allow. Namtar followed an instant later, rushing forward to bring the Gift of Battle! Amarekashu took off too, hoping that this time he wouldn't get knocked out. Regin also rushed ahead to his comrades side. This Trib guy did have a gift for finding trouble.
The ice creatures turned from Tribim and advanced on Amarekashu and Namtar. One pounded into Amarekashu's chest with an ice fist as hard as stone, leaving patch of frost where the blow landed. The other tried to attack around the edge of the pillar, but chilled only old stone.
For Amar: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Cold: 1d3 ⇒ 1
Fort DC 12: 1d20 + 4 ⇒ (14) + 4 = 18
For Namtar, who has cover: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Cold: 1d3 ⇒ 1
Fort DC 12: 1d20 + 4 ⇒ (17) + 4 = 21
Order is Arundel, Tribim, Dommer, Namtar, Amarekashu, Regin, Ice. The party is up!
Amarekashu the Bronze |
Grunting as the blow struck him in the chest, Amarekashu responded with two jabs to the ice creature. Hopefully it wouldn't give his hands frostbite...
First Blow: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Second Blow: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Crit Confirm: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Dommer |
Dommer goes closer to the wall, towards Amarekashu, in a way he can help the monk hit the creature.
If the one by Amarekashu is down already, I will also go hugging the wall, but finish my movement on the square left of mine and try to hit the other one (a small circle; it's still only 20 feet from where I was. Just doing this way to prevent AoOs)
The furry (Bear aspect) dwarf finally arrives, and moves his hands as if forming a large dwarven hammer made of earth that he uses to hit the construct-like creature.
Attack: 1d20 + 3 ⇒ (20) + 3 = 23 Devastating Infusion
Damage: 1d8 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Confirm: 1d20 + 3 ⇒ (5) + 3 = 8 Nope!
Arundel |
Arundel will take a small step toward one of the ice creatures, and release two quick jabs with his fists. The first connects, but the sharp impact causes him to flinch and his second swing goes wide.
Attack 1: 1d20 + 2 ⇒ (19) + 2 = 21
Attack 1 damage: 1d6 + 1 ⇒ (4) + 1 = 5
Attack 2: 1d20 + 2 ⇒ (7) + 2 = 9
Somewhat messes with Dommer's plan if Amarekashu's target is down already, but it should still work - he would just step into the space previously occupied by Amarekashu's target, instead of the space to his left.
Tribim |
Trib tosses and turns in the ice, "ZZZZZZ....mmmm ice cream....numnumnum...zzzzz"
Regin Ald |
Regin completes his movement around Trib's side and attacks the enemy from behind!
attack: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
damage: 1d8 + 3 ⇒ (4) + 3 = 7
So close, and yet so far...
Namtar |
Sorry! I thought i got to this. start of the quarter means school's crazy.
Namtar reaches out with his thick arms of corded muscle to grab at the icy monster.
improved grapple, CMB: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Samnell |
Ice ACs: 16, T10, F16
Round 3
Arundel will take a small step toward one of the ice creatures, and release two quick jabs with his fists. The first connects, but the sharp impact causes him to flinch and his second swing goes wide. When he connected, the elf left a small spiderweb of cracks across the creature.
Dommer goes closer to the wall, towards Amarekashu, in a way he can help the monk hit the creature. The furry dwarf finally arrives, and moves his hands as if forming a large dwarven hammer made of earth that he uses to hit the construct-like creature. It slammed into the creature Arundel just struck and the cracks spread across its body.
Namtar reaches out with his thick arms of corded muscle to grab at the icy monster. He beat past its guard, despite the pillar partly blocking him, and seized the ice with both arms.
Grunting as the blow struck him in the chest, Amarekashu responded with two jabs to the ice creature. Hopefully it wouldn't give his hands frostbite. Contact chilled his hands, but did no harm to him. Connecting twice, he nearly slew the ice being. It endured, but with a web of cracks across it to match the other.
Regin completes his movement around Trib's side and attacks the enemy from behind, barely missing.
Namtar's quarry tried to pull free from him, but the Champion of Dalath's might would not be denied! The other swung wildly at Amarekashu, but its arms cracked further and threw its aim wide.
Namtar has an ice grappled: Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. It's marked with a dude flexing.
That one tries to escape the grapple.
CMB: 1d20 + 2 ⇒ (1) + 2 = 3 loser
The other one punches Amar
Slam: 1d20 + 4 ⇒ (11) + 4 = 15 miss
Order is Arundel, Tribim, Dommer, Namtar, Amarekashu, Regin, Ice. The party is up!
Tribim |
"zzzzzzzz...chocolate syrup...zzzzzz"
Amarekashu the Bronze |
Swinging to the side, Amarekashu responded with two jabs, hoping to shatter the creature permanently.
First Blow: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Second Blow: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Dommer |
Dommer attacks once again with his devastating infusion. He lets the hammer-shaped earth hit against the ice creature with violence.
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 6 + 1 ⇒ (1) + 6 + 1 = 8
... But such is the strength that he misses horribly, hitting the ground instead.
Namtar |
Namtar grunts with effort as he contracts his arms, squeezing the ice between his mighty thews.
improved grapple, CMB, maintain: 1d20 + 7 + 2 + 5 ⇒ (9) + 7 + 2 + 5 = 23
unarmed strike damage: 1d6 + 4 ⇒ (4) + 4 = 8
Arundel |
Arundel will lash out at the ice creature not being grappled, and try again for a one-two punch. Once again, though, the second fist fails to land.
Attack 1: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Attack 2: 1d20 + 2 ⇒ (13) + 2 = 15
Samnell |
Ice ACs: 16, T10, F16
Round 4
Arundel lashed out at the ice creature not being grappled, trying again for a one-two punch. Once again, though, the second fist fails to land.
Dommer attacks once again with his devastating infusion. He lets the hammer-shaped earth hit against the ice creature with violence. But such is the strength that he misses horribly, hitting the ground instead.
Namtar grunts with effort as he contracts his arms, squeezing the ice between his mighty thews. With one heave of his mighty muscles, the hero of Dalath crushed the ice man between his arms. It shattered in a thousand chilly pieces, falling down all around him.
Swinging to the side, Amarekashu responded with two jabs, hoping to shatter the creature permanently. He landed two solid blows, which did just as he hoped and left Zummabu's Company without enemies to slay.
For now.
Amarekashu the Bronze |
Shaking his lightly frosted knuckles to work the feeling back into them, Amarekashu glanced around the room to see if there was anything else of use.
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Samnell |
Shaking his lightly frosted knuckles to work the feeling back into them, Amarekashu glanced around the room to see if there was anything else of use.
[dice=Perception]1d20+5
Amarekashu's eyes spotted a catch hidden on the great stone pillar. Beyond that, nothing short of the mold that seemed to have struck Tribim appeared unusual.
Amarekashu the Bronze |
"Perhaps we should wake Tribim? I think I see some kind of catch he may wish to examine." Kneeling next to the Halfling, he murmured, "This dungeon seems to be inordinately fond of sudden surprise naps." He shook the rogue gently by one shoulder.
Samnell |
"Perhaps we should wake Tribim? I think I see some kind of catch he may wish to examine." Kneeling next to the Halfling, he murmured, "This dungeon seems to be inordinately fond of sudden surprise naps." He shook the rogue gently by one shoulder.
He's down from nonlethal damage. You'll have to cure him or wait six hours for him to heal it on his own.
Tribim |
My fault I had him mumbling in his 'sleep' but he was knocked unconscious with the cold from the stuff on the wall.
speaking of which did anyone figure out what the cold stuff on the wall was?
Coming too, after Amarekashu's healing, Tribim looks around, "Well, 'at was unexpected, Thanks Amarekashu. Why did it get so cold?" Tribim gets up and dusts himself off, keeping his distance he looks at the brown mold. Trying to figure out what it was, frost on his breath as he asks "So what do you blokes make of tha mold?"
He then turns and looks at the catch indicated my Amarekashu. He then quickly inspects it for traps and opens it up. assuming it's not trapped.
knowledge: dungeoneering: 1d20 + 5 ⇒ (7) + 5 = 12
not sure dungeoneering is the best knowledge, but it's the only one trib has that makes sense.
Trib will take 20 (28) inspecting the catch for traps
Namtar |
Namtar breathes a sigh of relief. Little Master, I am glad that you are well. The Father of Victories claims all lives felled in battle, but I do not wish to see you kneel in his sands just yet.
Tribim |
Tribim smiles at his large friend. "Thank you Namtar, I'm glad too! Course I don't know 'at getting frozen into unconsciousness counts as fallin' in battle."
Samnell |
[dice=knowledge: dungeoneering]1d20+5
not sure dungeoneering is the best knowledge, but it's the only one trib has that makes sense.
Trib will take 20 (28) inspecting the catch for traps
Tribim believes the brown mold is a common dungeon peril, especially dangerous because it looks like any other mold. It consumes heat, thriving so that if touched with an open flame it will double in size. It can be slain by magical cold, or the touch of ice.
Finding no traps on the hidden catch, Tribim used it and a column cunningly hidden within the larger pillar rose into the ceiling. Beneath it lay a crushed skeleton wearing a coat of fine bronze rings. The body had a leather sack which crumbled to the touch, revealing the debris of many broken carvings and three intact: a grand ziggurat, a high tower with seven other towers connected to it, and a fine arena. Pressed to the ground beneath the body were two metal seals, each inscribed with a particular sign, and a pair of etched lapis lenses joined together by bronze wire.
+1 chainmail
3 statuettes worth 200gp each
The seals are an antique form of wand, long out of favor in Unther. Their markings are Silent Slave (unseen servant, 16 charges) and Breaker of Stone (shatter, 7 charges).
The lenses are goggles of minute seeing.
Tribim |
'Well that's a neat trick' Tribim smiles as the column rises, but it wanes as the dead man is revealed, "'At's a sad way to go, but lets see what tha bloke had."
'To bad Namtar doesn't wear armor that bronze shirt looks to be his size.' Tribim quickly removed the items from the corpse, smiling at his big friend holding up the chain shirt. "To bad you don't wear armor Namtar, this shirt looks ta be your size."
He then passes the items to the other members of the party to inspect. "His gear seems ta still be in good shape, what do you blokes think they are for?"
Tribim continues to look around, he adds."I wonder if there is anything else in here"
Samnell, looking at the map, is the hidden column in the large pillar to the north of our location or is it the door to the south?
If there Is more to see, Tribim will finish looking around taking his time and 20 (27) on perception.
Samnell |
Samnell, looking at the map, is the hidden column in the large pillar to the north of our location or is it the door to the south?
If there Is more to see, Tribim will finish looking around taking his time and 20 (27) on perception.
It's the big I-beam pillar to your north.
To the south, Tribim found only a long-disused privy. That left only whatever lay beyond the mold that felled the halfling.
Tribim |
... That left only whatever lay beyond the mold that felled the halfling.
Duh I didn't even pay attention to beyond the mold
Tribim wrinkles his nose as he opens the door to the privy, quickly shutting it. "Nothin in there I want ta worry about." then pointing at the Mold, "Tha only thing left ta explore is tha room beyond tha mold, Can anyone freeze it?"
Namtar |
Little master, armor would deny my gift to the Father of Victories. The Lord of Cities and the Sky demands we bare ourselves in his presence that he may judge the fitness of our flesh as sacrifice to his greatness. Namtar stares at the amror with a mixture of revulsion and desire. Thank you for the offer. I have never owned something so fine, but it is an honor to quench the thirst of Glorious Gilgamesh with my life's water.
Tribim |
trib, stops trying on the goggles and nods along with Amarekashu, "I can do lightning also, if it works."