| Uldar Aren |
"Wow! That was certainly cool!" says Uldar as he observes the new shield hanging from Brandor's arm.
"I wonder who left such an awesome article there. For now, we should resume walking around and try to locate what force is driving all this evil priests together" adds the halfling walking towards the open room towards the west room (238).
Perception (+2 vs traps): 1d20 + 9 ⇒ (17) + 9 = 26
Stealth (take 10): 10 + 16 = 26
| Brandor Bulwark |
Hmm, do I recall any stories of this shield?
Knowledge, History: 1d20 + 5 ⇒ (6) + 5 = 11
Brandor uses detect magic and spellcraft to try to discern what he can of the shield.
Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12
Brandor hangs his head in shame. "It's a shield..."
Story Master
|
Kalizama and Brandor examine the shield, and it seems to be emitting a faint aura of Abjuration magic. Brandor is able to read the runes cast upon it, which are the Dwarven words: "Rock, Fire, Ore, Steel."
After careful study, they determine that the shield is definitely of fine dwarven craftsmanship, but there is no indication as to where it was made or who it belonged to. The heavy steel shield has been enchanted to provide added protection to its bearer (+2 for the shield and +2 from enchantment, for a total of +4 to armor class).
Uldar sneaks along the north hallway leading to rooms 238 and 239. He doesn't detect any traps. The hallway leads into an open room to the west (239), and a heavy oaken door secured by a large padlock leads to room 238. The door and lock apparently are used with some frequency as they seem well-oiled.
Looking down the hallway to room 239, Uldar sees what appears to be a large chamber evidently used for storing wood and lumber. Stacks of firewood stand near the entrance, planks and beams at the west end. Just inside the entry are several large lumpy sacks.
| Uldar Aren |
The halfling gives a look to the sacks, and also behind the planks, beams and piled lumber.
Perception (+2 vs traps): 1d20 + 9 ⇒ (17) + 9 = 26
Perception (+2 vs traps): 1d20 + 9 ⇒ (2) + 9 = 11
Perception (+2 vs traps): 1d20 + 9 ⇒ (11) + 9 = 20
He finally examines the door and making a signal to the rest of the party to follow up, he tries to unlock and open it.
Perception (+2 vs traps): 1d20 + 9 ⇒ (1) + 9 = 10
Disable device (unlock): 1d20 + 16 ⇒ (6) + 16 = 22
Disable device (unlock): 1d20 + 16 ⇒ (17) + 16 = 33
Disable device (unlock;take 20): 20 + 16 = 36
| Brandor Bulwark |
"If no one else objects, I think I might start carrying this fine shield instead of the one I have."
I will be replacing a +1 shield, if anyone has need of it...
Story Master
|
Uldar looks over the room full of wood and sacks. The sacks contain coal. He finds nothing of interest in the room, so he proceeds to examine the locked door.
No traps are detected and he sets about trying to pick the lock. He inserts his tools, wiggles them about, and then manages to get the lock to spring open.
The room is 20' square. Several large hampers stand along the south wall. Propped along the other walls and scattered around the floor are eight shields and many human-sized suits of armor — 3 plate, 2 banded, 1 splinted, 6 chain, 3 scale, and 1 of ring mail.
All the items appear used, but are in fair to good condition. They appear to have been taken from various intruders and dungeon adventurers; some pieces are found to bear familiar smithy marks, personal identification labels (of victims now deceased and missing from their abodes in towns near and far), and other signs of previous care.
Rummaging through the hampers you find:
1 suit chain mail armor, halfling-sized (worth 60 gp)
1 suit plate mail armor, dwarf-sized (worth 350 gp)
8 backpacks (leather)
14 holy water vials, full
2 lanterns, bullseye
3 lanterns, hooded
1 set lockpicks
2 mallets (wood)
2 mapcases (leather)
1 mirror, silver
4 mirrors, steel
17 parchment sheets
6 pouches, small
5 pouches, large
4 ropes (each a 50' coil)
5 sacks, small
2 sacks, large
52 spikes (iron)
6 tinderboxes
| Velcore Valiantheart |
Walking up to Brandor. "If you do not need your old shield I could use it." Holding up his old shield."This one has no magical protections."
| Uldar Aren |
"Of course I do not mind Kalizama it is all yours" smiles the halfling as he calls Pony and starts loading the items on the poor animal "We can use most of this, and the rest we can sell for some profit"
"I will keep the vials of holly water, the silver mirror and the caltrops if you do not mind" Uldar starts already to pack the objects.
I advise to add a [p] behind the items when adding them to the character equipment, so we can distinguish what we get from party equipment and what we buy with our share of the war spoils
| Trane Loften |
Trane takes some holy water.
"Deadites hate this stuff."
He grabs the silver mirror and examines everyone's reflection.
"No vamps. I guess I will keep this for vamp detection and fighting stone-turners."
| Uldar Aren |
"Let's continue then" the halfling sneaks past the party and takes the corridor to the east of the complex.
Stealth: 1d20 + 16 ⇒ (16) + 16 = 32
Whatever door is found, he inspects and opens it.
Perception (+2 vs traps): 1d20 + 9 ⇒ (19) + 9 = 28
Disable device (unlock): 1d20 + 13 ⇒ (10) + 13 = 23
Disable device (unlock): 1d20 + 13 ⇒ (3) + 13 = 16
Disable device (unlock, take 20): 20 + 13 = 33
| Velcore Valiantheart |
Velcore pieces together a good set of platemail from the human sized set in the room. "This armor is much better than what I have. I will take some if no one wants it." Look around at the group for objections.
Velcore will leave his right arm unarmored to show his birthmark which serves as his holy symbol.
Story Master
|
The party makes its way farther east, and the hallway then makes a turn to the north, and then proceeds east again, ending at an open room (237). This place evidently once held many sorts of supplies; much of the foodstuffs are now scattered and ruined, rotting on the floor. Broken containers are tossed about, mixed with many bones.
The map is updated.
| Garm Stoutsole |
Garm waves at the friendly dolphin before re-cinching his rucksack and heading after the others.
That's a really neat spell you cast there, Trane. Are creature summonings common among the druids?
| Uldar Aren |
"Interesting, this area seems abandoned. Perhaps the temple is becoming abandoned as word of our deeds advances" says the halfling looking at the bones "I do not like those. Last time they got animated and tried to kill us. Remember?"
The halfling starts then a thoughtful exploration of the room, trying to find concealed objects and secret doors.
Perception (+2 vs traps): 1d20 + 9 ⇒ (17) + 9 = 26
Perception (take 20?): 20 + 9 = 29
| Uldar Aren |
After the careful search Uldar shrugs and looks at the others "This side seems clear. Let's go check the previous corridor" and so the halfling comes back to the water room, if the party follows, and takes the corridor to the east, checking the north-eastern side.
Perception (+2 vs traps): 1d20 + 9 ⇒ (10) + 9 = 19
And opening any possible door hampering the advancement to the rooms on that side.
Disable device (unlock): 1d20 + 16 ⇒ (2) + 16 = 18
Disable device (unlock): 1d20 + 16 ⇒ (15) + 16 = 31
Disable device (take 20): 20 + 16 = 36
Story Master
|
Uldar leaves the room full of rubbish and tracks back to the cistern room. He then travels east, down a hallway which runs in a southeastern direction.
After about 50 feet he comes to an intersection, with two directions in which you could proceed:
1. The hallway turns right, and runs directly south, and then appears to turn again to the right and heads off to the south west.
2. The second branch of the hallway turns to the northeast about 40 feet, and then turns east.
The map is updated. Are you going to go right or left?
| Uldar Aren |
Uldar signals the left corridor "I propose that direction"
Unless someone states against, the halfling proceeds in that direction stealthily and opens the first door.
Stealth: 10 + 16 = 26
Disable device: 20 + 16 = 36
| Velcore Valiantheart |
Velcore walks around in the platemail a while then says. "How do you warriors do it. I can barely hear myself think, walk around or raise my sword arm with all this weight on. I will just take some of the chainmail." Velcore tears of the platemail and takes a set of the chainmail armor.
Story Master
|
The group turns left and heads north up the hallway. It soon comes to an intersection, and off to the west you can see another room (235). The door to this chamber is broken, sundered from its hinges and lying in pieces on the floor. The room beyond is a shambles — several parts of skeletons, broken furniture, and charred cloth and wood. Shredded wall coverings also show signs of fire.
The map is updated.
| Brandor Bulwark |
"What do you mean? This isn't much different than my dwelling..." Brandor grins, as he starts looking around the place for clues as to what happened here.
Perception: 1d20 + 3 ⇒ (12) + 3 = 15
| Uldar Aren |
"It seems something has exploded here recently, and it is mostly empty. The evil priests do not seem to hide here. Let's continue" says the halfling and then moves hastily back to the corridor and takes the left direction going to the East. He keeps taking the left until the party finds something.
Perception (+2 vs traps): 1d20 + 9 ⇒ (12) + 9 = 21
In order to ease exploration speed I propose to default to taking left unless we encounter something
Story Master
|
Leaving the room full of scattered garbage, the party proceeds down more hallways, always keeping to the left. Eventually you reach a hallway that runs east, and then turns a corner to the north, ending in a small open space. This plastered and painted chamber, probably a secluded place for relaxation when the Temple was in its heyday, is now filled with rubbish. The room is a heap of rotting, stinking garbage, offal, dung, and who knows what else; bones and skulls are visible here and there. Part of a bronze-bound coffer of some sort can be seen near the middle of a large pile of refuse in the center of the room. A creature lurks here, and Uldar nearly bumps into it when he turns the corner!
Roll for Initiative! The map is updated.
| Velcore Valiantheart |
Init: 1d20 ⇒ 3
| Uldar Aren |
Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Uldar suddenly stops as he finds the creature "Horrible mass of tentacles guys!!!"
K. dungeon (from photo I would say a horrible Otyguth): 1d20 + 5 ⇒ (10) + 5 = 15
He tries to react before the creature, stepping to E7 and firing a couple of arrows.
I will add rolls after I know if I catch him flat-footed for sneak attacks
Story Master
|
Monster: 1d20 ⇒ 20 Woot!
Order of Encounter:
1. The Monster!
2. Everybody Else...
Group 1 - The Monster:
The foul beast whips its tentacles at Uldar and tries to bite him!
Tentacle: 1d20 + 3 ⇒ (2) + 3 = 5
Tentacle: 1d20 + 3 ⇒ (6) + 3 = 9
Bite: 1d20 + 7 ⇒ (13) + 7 = 20
Uldar manages to duck beneath the whipping tentacles, but the monster bites him 1d8 + 4 ⇒ (6) + 4 = 10 for ten points of damage! Uldar: make a Fortitude save.
Group 2 - The Party:
| Uldar Aren |
Even if Uldar is not surprised by the attack thanks to his uncanny dodge, he has a terrible time trying to escape all the attacks and finally the creature bites him.
Scared the long tentacles will not allow him to shot the creature, the halfling holds the bow at his left, then draws his shortsword. By that time he feels the healing power of Brandor and the little rogue thanks inside the great help.
With a resounding shout, the small combatant tries to stab the blade on the creature's mouth, trying to fight defensively so he is not bitten again.
mwk shortsword-fight defensively: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
Piercing damage: 1d4 ⇒ 4
+3 dodge AC thanks to more than 3 ranks in Acrobatics
Uldar steps to E7 to let the real melees deal with the creature.
| Velcore Valiantheart |
Velcore draws his longsword raises it to the heavens and begins to chant in a cryptic tongue. " Iuseltael binly lhelf Caxunlrun'suct, voyyicw yrel ocvuclviuol putiell ub reln vinvhel bnus yrel pelaly'l lyusavrl."
Velcore will cast Bless. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects
| Trane Loften |
Trane steps up and attacks with his scimitar.
attack: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 191d6 + 3 ⇒ (2) + 3 = 5
His loyal companion tries to help him defend.
aid defense: 1d20 + 7 ⇒ (17) + 7 = 24
Trane is AC 23 with aid and shield up
Story Master
|
Brandor reaches out and casts a healing spell upon Uldar
Roran swings his weapon and manages to smash it into the tentacle creature, causing massive damage!
Velcore beseeches his deity for a blessing, and is rewarded with a holy answer!
Trane steps forward and slashes the monster for additional damage!