Luther Lightblade |
The previous evening....
Luther smiles and, for a free drink and stay, tells two stories for the patrons in the inn that night.
He tells a story of a goblin and exploding metal contraption that did not breathe, drink, or eat. After its explosion, Luther was barely able to heal the group and get them back to the town.
The next story is of a skeleton with an offering of weapons on the table. The battle with the necromantic puppetmaster is described in detail.
Drusellia Malacore |
Drusellia spends most of the evening away from the tavern, returning in the wee hours. Wherever she has been, she keeps it to herself.
The next morning, she is more than happy to accompany Luther to see the High Mother.
Symon |
Symon will also accompany Luther to the church. He spent the night having a very good meal, a couple of drinks, then a nice, long bath in warm water. Then bed!..lol he has simple pleasures!
Conner Kordson |
The Night Before...
Conner sits and listens to Luther tell his tales. Nursing a drink he wonders what the others of the Blue Basilisks are doing.
Hah. I wish they could hear our story, wouldn't call me goblin frail then I think!
He then lifts a few mugs in their 'honor' and drinks himself silly.
At the church..
Conner follows along after the others, groaning faintly every so often as the furious gnomes in his head continue to play their battle drums...
afterword
" We should probably go tell that ol' wizard what we found in the spire, and maybe show him the scrolls n what not. 'e might even pay us for some of it, or mayhap explain some of it, if need be."
Luther Lightblade |
"Good idea. He will tell us where to buy the alchemical gear. We may run into infestations of bugs again."
Ghost salt blanch is 200gp and treats ten missiles. So we get those for Simon. 2 vials of holy water and 5 acid flasks is another 100gp. Meeting at church, see wizard, and off to the Spire our home away from home.
GM Zed |
The Temple of the Golden Key is a grand building in the south east of Fort Inevitable - High Mother Dremagne, reading a tome, stands when she sees your arrival, Brother Luther...well met on this fine day. I trust that a night away from the Spire has soothed your spirits? Who are your friends brother? Will they stand with you against the growing threat?". The High Mother rolls out a map showing the Echo Wood with the clearing of the Spire Glen clearly marked...there are several red marks on the map, "These are the locations of the attacks...they are getting closer to the farmland, closer to the Crusader Road, closer to the Fort...time runs short Brother...soon, the enemy maybe at our door"
High Mother Dremagne pauses, her portentous words hanging in the air, "The Temple of Abadar must stand with the Hellknights to protect life and commerce here - it is your calling Luther"
Luther Lightblade |
Sorry for late response.
Luther nods to the lady and introduces all that accompany him and speak of their unique talents, introducing them to his matron in turn.
"I have a dwarf that is solid as rock and a man that is master of blade and magic in tandem. The shadows have blessed us with a shadow man and a dark elf. Although one would think this would be a problem, it has proven anything but. The drow is quite a good dancer and her knowledge of the undercreatures is useful, and her magic is quite powerful, more powerful than any I have seen. The shadowman is capable of scouting the way. We will stop these incursions High Mother, and I will make you proud. I ask for your blessing upon us all and any wisdom you can give us."
Luther mentions holy water. "Mother, I know we make no profit off holy water at 25 gold a vial. We will purchase four vials for our endeavors."
GM Zed |
High Mother Dremagne hands the Holy Water to Luther with her blessing, ”Brother, the church will not make you pay for these – I pray that they assist you in your forthcoming fight against the Crowned Skull”
You have four flasks of Holy Water - Note that Symon does NOT have a set of Masterwork Thieves Tools – he was unable to find these within Fort Inevitable
Bidding farewell to the High Mother, you make your way towards the residence of Abernard Royst, resident Mage within the Fort and discrete co-sponsor of your expedition. Whereas the first time you met him, he seemed gruff and unwelcoming...this time he invites you into his house. A roaring fire (with distinctly arcane flames burning violet) warms the room...
"Welcome...welcome...tell what you have found? Did you encounter anything unusual? And....maybe you have a map for me?", he smiles as you hand him the parchment showing the layout of Gorloth’s cellars and, from nowhere, a pouch appears in his palm, "Two hundred gold...and, if you can descend further, there is more where that came from..."
Your map of the Splinters Hideout is clearly incomplete so, as of yet, Abernard Royst won’t pay you for it
"And...did you find anything of note in these 'cellars'...and treasures? …have you been beyond the ‘cellars’ yet?"
Luther Lightblade |
Luther has over 50 gold coins left from the previous purchases, and adds it to the 200 gold.
He invokes a simple cantrip while touching his holy symbol that makes his words more agreeable to the listener. "Great mage, would you have any scrolls available for purchase for our magic-users? We would appreciate any discount you could gives us and are willing to buy in bulk!! The more magic we have, the longer we can explore and the quicker you get your map done!!"
diplomacy with enhanced diplomacy cantrip: 1d20 + 11 ⇒ (14) + 11 = 25
We have 250gp left over to spend on scrolls for Dru and Conner. That can be 10 first level scrolls, more if we get a discount. I will let them work out what scrolls they want. Enlarge and protection from evil come to mind--maybe shield and mage armor.
GM Zed |
”Great mage?!?!?! Hush now… no need to bow and scrape, I can live with just being plain old Abernard… too many of my old friends believed in their greatness – never stopped a goblin’s arrow or an orc’s blade spilling their life blood”, for a moment, the wizard seems almost wistful, ”Ah, scrolls then?!?! I could do that… can’t be offering a discount though… Lady Commander’s rules about trade in the Fort… sorry…”. Looking around for a quill, the wizard shouts over to you, ”Was there anything particular you were wanting?”
Drusellia Malacore |
Dru remains silent through the buying process. She is still shy around surface dwellers, many of whom do not accept her, regardless of her efforts to prove herself. When on the surface, her face remains hidden in the dark recesses of her cloak and she wears long gloves to cover her exposed flesh. Her lithe figure is unmistakably elven, but she could pass as an eccentric surface elf.
Conner Kordson |
"Good idea about the scrolls, Luther. I could use a couple of magic weapon scrolls. Use the rest to strengthen Dru."
Conner muses as he straightens his gear.
" My arcane power to enchant my weapon ADDS to such spells."
GM Zed |
"Okay, it'll take a while to write up a few scrolls...time I don't really have as I've got to get to Thornkeep by tomorrow - business with the Goldenfire folks... How about I write you two scrolls and, if you want me to do a few more, I can have them ready for next time you are around - how does that sound?", Abernard has found a quill and ink - and is stood absent-mindedly playing with the exotic plumage of the quill...
Luther Lightblade |
"Thank you, we will take two. Conner wants a magic weapon scroll. And whatever Dru wants for now. They will leave you list of the other eight and we will pick them up later. We will leave you the gold, as it saves us from hauling it back and forth to the spire."
I think we are good to go -- Dru has a lvl 1 scroll TBD
Drusellia Malacore |
Dru will take color spray for now, and will make plans to get burning hands, shocking grasp, ray of enfeeblement, and charm person.
GM Zed |
Taking their leave of Abernard Royst, of Fort Inevitable and of civilisation in general, the group walk out into the snow-covered world to the north of the town. The midday sun provides a welcome warmth until you start to trek through the thick vegetation of the woods, what little daylight does make it’s way through the trees is barely sufficient to light your way in some places – let alone warm you nor melt the snow. As before, the woods remain unnaturally silent throughout your journey – you do see the occasional tracks from wild animals but not once do you see anything move.
With navigation of the route to the Spire starting to become automatic for you, you arrive at the clearing around the ruins long before the sun dips over the horizon…
Plans? Heading down to the Splinter’s Hideout level?
Luther Lightblade |
Yes, we left many areas unexplored in the hideout. We can finish those up. We will start with the room in the bottom right corner, then hit the rooms on the left as we move north. Then there is some unexplored areas in the cave to the north. Moving into the cave there seems to be doors on the left, they may link up with the door we saw going north we haven't opened.
GM Zed |
Making your way back down the familiar staircases, you arrive at the door into the Splinter's hideout - this time though, the door is slightly ajar and the torches which had previously illuminated the place are extinguished...darkness envelopes the rooms which now seem devoid of life. Further, the crates and barrels which previously lined the corridors are gone - the robes, armour and remaining weapons that were in the storeroom near the entrance have also vanished.
Listening at the first closed door you arrive at, the heavy door at the eastern end of the first corridor, Symon can hear something...it seems to be the sound of low whispers. Listening further, Symon can't quite make out what is being said but determines there are maybe four, maybe five voices...maybe even more?
Symon |
Symon motions the group back. Once out of ear shot he tells them what he has heard.
"It sounds like maybe 4 or 5 voices whispering up ahead. What do you want to do?", he whispers.
Luther Lightblade |
"Let's go in ready for action. They are probably hostile, but we should make sure first. See if you can open the door quickly, Symon."
Luther casts a spell and Dezco's skin hardens.
Barkskin for 30 minutes = 300 rounds
Luther Lightblade |
Active effects: Barkskin=+2 natural armor on Dezco--Longstrider on Dezco, +20' to speed for 30 rounds
Luther holds the shield and the horn. He seems to find the horn more effective than any weapon he holds. His flail waits to be drawn. He adds another spell to keep the dwarf mobile, and Dezco finds he is now the fastest in the group!
GM Zed |
Silently opening the door, Symon discovers a small barracks with a pair of double bunks and a small privy in the north wall. The eastern portion of the room is partitioned into a pair of cells with doors made from iron bars; inside each is a shoddy bunk and a rusty bucket. There is no evidence of where the voices, or 'other noises' may have been coming from (although there is a door to the north).
GM Zed |
Rolling Stealth for Dezco entering the room with Symon, 1d20 + 7 ⇒ (1) + 7 = 8
Gibbering Mouther, Perception: 1d20 + 12 ⇒ (3) + 12 = 15
As Symon moves towards the northern door, he realises that there is someone or something hiding beneath the bunk of the northern cell. He is quickly reassured by the apparent strength of the bars housing the bunk, and the shape below it. A sturdy padlock and chain hang from the door keeping it closed and locked...listening closely, Symon can hear whispers...unintelligible whispers from many voices...and then, with a terrific belching noise, the shape starts to move...to almost flow from beneath the bed...
As everyone reacts to the unexpected movement, an amorphous and horrific mass of eyes, mouths, and formless flesh slides from beneath the bunk...eyes staring in all directions while its countless maws start babbling incomprehensibly. Instantly, you feel your mind catch and follow these strange words and noises....the effect is distracting and confusing...and you feel your grip on reality start to slip...
Initiative for Party / Enemy
Symon, Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Luther, Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Dezco, Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Conner, Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Drusellia, Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Gibbering Mouther, Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative Order
Luther, Dezco, Symon then
Gibbering Mouther then
Drusellia and Conner
Luther, Dezco and Symon may act now
Symon |
Knowledge (Dungeoneering): 1d20 + 6 ⇒ (4) + 6 = 10
Not knowing what the thing is, but definitely thinking it was attacking them, Symon strikes at the mass with his rapier.
As I go before it, assuming it can take sneak damage, do I get to apply my sneak attack?
Attack-melee: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Sneak damage: 2d6 ⇒ (6, 4) = 10
Dezco |
Knowledge (Dungeoneering): 1d20 + 7 ⇒ (2) + 7 = 9
lol
Not knowing quite what was crawling before them, other than that it was unnatural and that he was simply not fond of it, Dezco moves over to the side of the cell door and readies to strike the maddening creature should it slither out.
Power Attack: 1d20 + 6 - 1 + 2 ⇒ (9) + 6 - 1 + 2 = 16
Damage: 1d10 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Symon |
Oops..sorry it sounded like it was oozing out of the cell...my mistake...I will use the rolls for shooting it with my crossbow...but with that roll I think I missed anyway....if it did hit, I can roll damage!
Drusellia Malacore |
Dungeoneering: 1d20 + 7 ⇒ (17) + 7 = 24
"Gibbering mouther!" Dru shouts. "It's incessant babbling can drive one to madness, and it is impossible to flank or sneak up upon!"
Conner Kordson |
Cursing himself for his lack of foresight, Conner stands gripping his sword in the dark. Hearing a haunting gibbering, then Dru's shout he near panicks before casting light on his sword.
so he probably stayed back a bit not being able to see. Posting actions now as they don't really effect the others.
Luther Lightblade |
Luther is concerned about the threat and activates his protection for the group. Defense aura gives all +2 AC and CMD for 3 rounds
Luther waits for the creature to attack, but tries to put himself in the way first.
I cannot see the creature on the map, but Luther wanted to deny the creature a full attack by being far enough back.
GM Zed |
Positioned everyone on the map according to their actions
The incessant babbling of the creature gets worse as it starts to slide towards you, alien words and phrasing jumble together in a maddening cacophony – your mind starts to follow the words… down a spiral of insanity…
Gibbering Mouther, Gibbering (free action)
Everyone must make a DC13 Will Save or be Confused for 1 round, this is a mind-affecting compulsion insanity effect
Symon lets a bolt loose from his crossbow but it clatters against the iron bars of the cell – meanwhile Luther moves to the front of the group, ready to defend his friends… and Dezco, blade held aloft executioner style, stands to the side of the cell doors.
Fully roused now, the Mouther flows towards you passing through the bars of the jail cell as if it was water flowing through a grating... Instinctively, Dezco slices downwards but somehow misses the aberration with his over-zealous attack.
The many eyes of the creature roll between Luther and Dezco – maybe weighing up the nutritional value of the potential prey or maybe doing something else entirely… with a gurgle, the creature swerves towards Dezco.
Gibbering Mouther attacks: 1=Dezco, 2=Luther: 1d2 ⇒ 1 - Dezco
Dezco’s attack leaves him perilously exposed to the flowing attack that the thing makes at him...almost comical in its glacial speed, it crashes against Dezco like a tide of flesh...chewing, biting, grabbing...
Gibbering Mouther, Bite vs Dezco: 1d20 + 7 ⇒ (14) + 7 = 21, hitting for 1d4 ⇒ 2 plus Grab
Gibbering Mouther, Grapple vs Dezco: 1d20 + 7 ⇒ (13) + 7 = 20, Dezco is Grappled
Everyone may take their turn now – don’t forget to roll for a DC13 Will Save against Confusion
Dezco – The Gibbering Mouther has a CMD of 16 if you are attempting to break the grapple
Drusellia Malacore |
Dru moves into the room, steering well clear of the chaotic melee, and launches two magic missiles at the mouther.
Magic missile: 2d4 + 2 ⇒ (3, 1) + 2 = 6
Spells Remaining: 5
Tremors Remaining: 7
Symon |
Will: 1d20 + 1 ⇒ (14) + 1 = 15
Shaking off the weird sounds and effects of the creature, dances in and strikes the creature with his rapier.
Attack-melee: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d6 + 1 ⇒ (5) + 1 = 6