| DM Stalwart |
Unfortunately, the spike stones don't disappear with the death of the spellcasting gug. With the group split up by the magically warped ground, Aerel moves ahead cautiously.
Jagged, red-inked script covers the walls of this stone mausoleum. A snaking cavern enters through crumbled walls to the south, while a passage leads out to the west. A small, strangely organic-looking pillar stands to the north, supporting a gruesome stack of finely preserved human faces.
XP
Spellcaster: 38,400
Gugs x6: 9,600 each = 57,600
Demon: 9,600
| Aerel Truthseeker |
Aerel returns. Having found no threats with his darkvision, he's examined the area with light and found script on the walls. Perhaps William will recognize it.
I have a few languages: Common, Elven, Goblin, Minatan, Orc, Sylvan. Do I recognize the script? Do I recognize the symbolism of the stacked faces? Sounds religious - and I note the unexpected fact that they are human in a dwarven mausoleum.
Knowledge (religion): 1d20 + 5 ⇒ (12) + 5 = 17
| DM Stalwart |
Aerel cannot read the script, but he recognizes some of the symbols as what's used in Undercommon.
During his inspection of the room, he also realizes that the strange pedestal holding up the gruesome faces is actually a stone pair of legs going up to roughly the waist, either as a broken statue or the lower half of a petrified person.
| Aerel Truthseeker |
He retreats and shares what he's found with the others.
"I am not fluent in the language, but I have seen some of the characters used on signposts. I was told they were in Undercommon - are any of your able to read the tongue of the depths below?"
| Benedict the Clever |
"I speak and read Undercommon, Aerel. I will take a look.
And it seems you've found another way around so we don't have to wait for the Spike Stones to end!"
Benedict approaches to read the script.
| Benedict the Clever |
Do the legs appear to be of Dwarven dimensions? Something taller like a hobgoblin?
"Perhaps we will find the rest of this figure elsewhere.
Let's gather everyone here and continue on.
Aerel, lead on."
| DM Stalwart |
Putting this here...
While the group plans on using Grum's teleportation to avoid the spike stones, they notice the small chamber to the east is lit by bronze sconces. The room is bare except for the upper torso of a statue of a young human man. His face would be handsome if it were not contorted into a terrified expression.
Grum then teleports the group where the gugs are waiting for them.
The now-visible gug wearing adornments and jewelry casts a spell upon the heroes' sudden appearance.
Everyone must make a Will DC 19 save or be slowed.
You're up!
The legs are definitely not Dwarven. They're full-stature, like a human or a hobgoblin.
Grum Bakison
|
Rolling his shoulders and stretching his neck, Grum followed. He couldn't read under common, but he trusted his companions to make sense of it. "I'll keep an eye out." He said.
| Aerel Truthseeker |
"Did you look at what's on the legs? Where did they find human-like legs in a dwarven tomb. And where did they gather these human faces - are those actually real, not sculpted? I don't think those creatures are the art-loving sort..."
I did not understand that there was actually an exit from here between the map and the description of what was found. If there is, Aerel will take the lead, sneaking and peeking as usual.
"I will let you have a moment to ponder while I investigate further."
| Benedict the Clever |
I did not understand that there was actually an exit from here between the map and the description of what was found. If there is, Aerel will take the lead, sneaking and peeking as usual.
It looks like there is an exit to the west. We are in J6 on Slide 1, I think, a stone mausoleum.
"We know that the Ironfang Legion infiltrated this place to steal from the dwarves. That could explain hobgoblins. As to the human faces... I'm not sure.
Those stone legs here in the mausoleum might match up with the human torso that we saw in the room to the southeast." I think that was J3? If we saw it right before we teleported.
"When the Spike Stones end we can try to bring the legs to the torso and head."
| Aerel Truthseeker |
Aerel lets Benedict and the others know that he's found a trap and to keep their distance while he investigates its removal.
He studies it from different angles, trying to get a feel for the trigger and the effect, always deceptive when dealing with magic, but he's seen some things in his years as a scout, and when he thinks he's puzzled it out, he acts.
Disable Device to disable the trap: 1d20 + 34 ⇒ (11) + 34 = 45
Stalwart, I assume you have this already, but per AoN, DC to disable a magical trap for someone with trapfinding is 25 + level of the spell used to create it.
| DM Stalwart |
Aerel disables the trap, cutting off its magical nature and rendering the hazard completely harmless.
The hallway contains frescoes depicting a stylized rendition of the Quest for the Sky, showing a red-headed Dwarf assisting other Dwarves through various Darklands hazards.
Farther up the passage, a stone door seals off a passage to the right while on ahead the hallway veers to the left.
| Aerel Truthseeker |
Aerel returns to the party to share what he's found before returning to the scout position. He checks over the door first.
Grum Bakison
|
Grum stood watch as Aerel checked the door. He watched to see if any Gugs were present, or other darkland predators, which might try to take advantage of them while their attention was on the door.
| Haela Sturm |
Haela and Benedict join Aerel past the trap.
Haela takes in the frescoes, recounting the Dwarven legends in her head. There is no need to relate the tales to these surface folk, but she takes note of any areas of the frescoes that will need restoration.
| DM Stalwart |
The door is not locked. Ancient gears grind noisily when they're pushed open, revealing golden brackets lining the walls of this chamber, lit by flickering flames from a ceiling-mounted brazier. Alongside the brackets
are gold and silver alcoves, each resembling storage areas roughly two feet wide. Blocky dwarven script lines the tops of each alcove.
With a rumble of stone, two gold-painted stone statues lurch into some semblance of life! They move to menace anyone stepping into the chamber!
Enemy: 1d20 - 1 ⇒ (10) - 1 = 9
Grum: 1d20 + 1 ⇒ (8) + 1 = 9
Benedict: 1d20 + 5 ⇒ (19) + 5 = 24
William: 1d20 + 5 ⇒ (13) + 5 = 18
Amkarang: 1d20 + 3 ⇒ (3) + 3 = 6
Aerel: 1d20 + 6 ⇒ (4) + 6 = 10
Haela: 1d20 + 2 ⇒ (13) + 2 = 15
| Haela Sturm |
Karburtin explains its uses. "This is one of our few Sigils of Kraggodan left. This ring protects the wearer from caustic and corrosive gasses or acids, but importantly, it will give you access to the sealed-off sections of the Reliquary. You can also activate it to render yourself completely undetected by traps and constructs three times per day."
Wearer gains Resist Acid 10, opens certain locked areas in the Sky Citadel, and 3/day greater invisibility for 1 minute, but only against traps and constructs. Pressure plates and other triggers will not be set off when the magic is active.
And I believe Grum had suggested that Haela have the sigil.
Haela activates her Sigil of Kraggodan to become invisible to what are hopefully constructs.
She then moves into the room and looks around.
Can she read the Dwarven script atop the alcoves?
| DM Stalwart |
The golems ignore Haela as she enters.
The script states that the founding clans of Kraggodan each donated a fortune of gold to this chamber to be used communally by the city in times of emergency.
Haela quickly determines that all but one of the eight alcoves have been plundered. The one remaining sealed alcove is locked.
| Haela Sturm |
Haela looks around a bit more and then moves out of the room before her Greater Invisibility wears off.
"It's a storehouse of gold. I don't think we need to fight for it right now, as it has no bearing on our mission.
It is true that Gorm Greathammer offered us everything that remains in here as our reward for clearing out the Gugs and finding evidence of the Ironfang Legion's involvement in the theft of the Onyx Key. That would include any gold in there. And a deal is a deal so I don't mind taking it. But maybe we can deal with this room later."
OOC, we could probably use both the XP and the gold so I don't want to say we should ignore it entirely. We may want to equip to fight them, like with the Golembane Scarab and +1 Adamantine Construct-Bane Battleaxe that we found.
"If the Ironfang Legion looted seven of these vaults in addition to the Onyx Key... I wonder how many thieves there were. That gold would be a great weight to carry."
Grum Bakison
|
”Gold?” Grum’s ears perked at that. ”We should secure it then. Even if it is locked up, we should make sure that it is we who can get it when we are done.” He looked to the others, hoping they would share his sense of greed and adventure.
| Aerel Truthseeker |
”The statues are considerable security. Maybe we need not do anything.”
He’s plenty interested in gold, but survival is always paramount and he begins to check the way forward once more.
| Benedict the Clever |
Benedict will hand the Golembane Scarab to William.
"Why don't you use this? It should help if we have to fight golems at any point."
It looks like William doesn't have a neck slot item? And he also doesn't have Clustered Shots (which Aerel does have). So I think the Scarab is best on William.
Benedict hands the +1 Construct-Bane Adamantine Battleaxe to Haela, and she takes it in hand.
Benedict himself has 1 more use of Warrior Spirit today, which is bound to his Dwarven Waraxe.
| DM Stalwart |
I'll just handwave this combat, since you'll wreck these things pretty handily. They don't leave the chamber, and even though they try to use the walls by the doors as cover, it's not going to be enough to stop the archers from reducing them to rubble in a couple rounds (with the battleaxe to do mop-up).
After a short bit of work, the golems are no more, and the lock can be picked with a DC 40 Disable Device check.
Twenty 10-pound gold ingots worth 500 gp each are inside, along with a stone of alliance.
| Aerel Truthseeker |
Fully expecting the dwarves to have defended their treasures in many ways, Aerel studies the door very carefully before attempting to open anything.
Perception vs. Traps: 1d20 + 38 ⇒ (20) + 38 = 58 Wow...
Disable Devices vs Traps: 1d20 + 34 ⇒ (9) + 34 = 43
Disable Devices vs Locks: 1d20 + 28 ⇒ (19) + 28 = 47
| DM Stalwart |
Aerel scouts ahead. Dwarven runes are carved above the next chamber to his right, though a cave-in bars further passage down the hallway. Inside the chamber, chunks of metal and stone cover much of the floor here, along
with piled bones and streaks of blackened blood. To the north, the wall abruptly ends in a jagged collapse, opening to a wider cavern beyond.
Two more gugs lurk in the darkness of this chamber, Aerel notices.
| Aerel Truthseeker |
The scout returns to the rest of the party.
"Didn't find any traps, but there's room on the right ahead with a pair of gugs. Looks like we have to pass through the chamber to get out of here."
| Benedict the Clever |
Benedict nods. "Okay. Maybe we get set up in a formation and then William uses the staff to throw a Fireball or Wall of Fire in there?"
Grum Bakison
|
”Classic. We set them on fire and then charge in.” Grum said. ”A great plan.” The thought of talking it out never even crossed his mind.
| Benedict the Clever |
Benedict sighs and sounds less than enthusiastic.
"Sure, okay. Try not to die."
| William Grove |
William shrugs and says "I can throw a fireball in there but for only two of them I don't know that it is worth it. It may just be better to form a line and hit them from range. I doubt a fireball will drop them both like that." as he snaps his fingers.
| Aerel Truthseeker |
"We could create a choke point in the short corridor so you could form a phalanx for at least one flight of arrows. I suggest we focus on one and hopefully it will fall before the two of them wise up and step around the corner or retreat."
| Benedict the Clever |
"I had thought of Fireball because it can spread and affect foes out of sight to a degree. Start the fight before they can see us and lure them out of that room."
That is, if the origin point is in your line of sight but some of the spread area is not. Not sure the geometry here quite allows that.
"But I'll do whatever. Your plan sounds good, Aerel."
| Benedict the Clever |
Not sure where we can line up before we get our surprise round. If we can be just out of line of sight, then we can use our surprise round to get into a good position?
I have always found the transition from "out of initiative" to "in initiative" to be one of the most awkward things in 3.X.
| Aerel Truthseeker |
Don’t overthink it. Just walk into view and take your position. Aerel will step back if necessary to make room. I think their default response will be to attack. Of course, I’m very much hoping to not be in the phalanx being attacked, so it’s easy for me to say.
| DM Stalwart |
Enemy: 1d20 + 1 ⇒ (5) + 1 = 6
Grum: 1d20 + 1 ⇒ (4) + 1 = 5
Benedict: 1d20 + 5 ⇒ (18) + 5 = 23
William: 1d20 + 5 ⇒ (14) + 5 = 19
Amkarang: 1d20 + 3 ⇒ (18) + 3 = 21
Aerel: 1d20 + 6 ⇒ (17) + 6 = 23
Haela: 1d20 + 2 ⇒ (15) + 2 = 17
Assuming you're just going up and attacking at this point. Everyone gets to act except Grum!
| William Grove |
William unload on the gug he can see hoping they can drop them quickly before they engage.
+2 Adaptive Goblinoid Bane Composite Longbow MS RS DA AS 1: 1d20 + 21 - 2 - 4 ⇒ (17) + 21 - 2 - 4 = 32 Damage 1: 1d8 + 6 + 1 + 8 + 3 ⇒ (6) + 6 + 1 + 8 + 3 = 24 Damage 2: 1d8 + 6 + 8 + 3 ⇒ (3) + 6 + 8 + 3 = 20
+2 Adaptive Goblinoid Bane Composite Longbow RS DA AS 2: 1d20 + 21 - 2 - 4 ⇒ (6) + 21 - 2 - 4 = 21 Damage: 1d8 + 6 + 8 + 3 ⇒ (7) + 6 + 8 + 3 = 24
+2 Adaptive Goblinoid Bane Composite Longbow RS DA AS 3: 1d20 + 16 - 2 - 4 ⇒ (11) + 16 - 2 - 4 = 21 Damage: 1d8 + 6 + 8 + 3 ⇒ (6) + 6 + 8 + 3 = 23
+2 Adaptive Goblinoid Bane Composite Longbow RS DA AS 4: 1d20 + 11 - 2 - 4 ⇒ (13) + 11 - 2 - 4 = 18 Damage: 1d8 + 6 + 8 + 3 ⇒ (3) + 6 + 8 + 3 = 20
| Aerel Truthseeker |
+1 longbow +18/+18/+13/+8 with PBS, RS, DA (1d8+14/x3/30' range)
Aerel follows suit, sending missiles downrange at the visible gug.
+1 Longbow RS DA MS: 1d20 + 23 - 2 - 4 ⇒ (7) + 23 - 2 - 4 = 24
Adamantine damage 1: 1d8 + 14 ⇒ (8) + 14 = 22
Adamantine damage 2: 1d8 + 14 ⇒ (2) + 14 = 16
+1 Longbow RS DA MS: 1d20 + 23 - 2 - 4 ⇒ (13) + 23 - 2 - 4 = 30
Adamantine damage: 1d8 + 14 ⇒ (1) + 14 = 15
+1 Longbow RS DA MS: 1d20 + 23 - 5 - 2 - 4 ⇒ (16) + 23 - 5 - 2 - 4 = 28
Adamantine damage: 1d8 + 14 ⇒ (2) + 14 = 16
+1 Longbow RS DA MS: 1d20 + 23 - 10 - 2 - 4 ⇒ (14) + 23 - 10 - 2 - 4 = 21
Adamantine damage: 1d8 + 14 ⇒ (6) + 14 = 20
| Benedict the Clever |
Benedict and Haela both move up and use Total Defense, hoping that they can blunt the Gugs' attacks.
With Total Defense, Benedict is AC 37, or 39 vs evil foes (+2 sacred from Haela since she gives an extra +1). Haela is AC 35, or 37 vs evil foes.
Haela also enters Dwarven Hatred Style. If a foe hits her, she will use an immediate action to apply her Defensive Training against it for another +4 dodge bonus to AC that lasts until she designates a new opponent.
| DM Stalwart |
Arrows slam into the first gug, leaving it looking like a peacock with all the fletching jutting from its body, but it still stands.
When Benedict steps closer, he can tell that these gugs are different from the ones they'd fought earlier, having the stink of the infernal that offends his celestial nature. They seem enraged at his mere presence, and step forward to smite him!
Bite: 1d20 + 19 ⇒ (14) + 19 = 33
Damage: 1d8 + 22 ⇒ (8) + 22 = 30
Claw: 1d20 + 19 ⇒ (12) + 19 = 31
Damage: 1d8 + 22 ⇒ (3) + 22 = 25
Claw: 1d20 + 19 ⇒ (6) + 19 = 25
Damage: 1d8 + 22 ⇒ (8) + 22 = 30
Claw: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 1d8 + 22 ⇒ (1) + 22 = 23
Claw: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 1d8 + 22 ⇒ (7) + 22 = 29
Bite: 1d20 + 19 ⇒ (7) + 19 = 26
Damage: 1d8 + 22 ⇒ (8) + 22 = 30
Claw: 1d20 + 19 ⇒ (3) + 19 = 22
Damage: 1d8 + 22 ⇒ (6) + 22 = 28
Claw: 1d20 + 19 ⇒ (1) + 19 = 20
Damage: 1d8 + 22 ⇒ (2) + 22 = 24
Claw: 1d20 + 19 ⇒ (11) + 19 = 30
Damage: 1d8 + 22 ⇒ (7) + 22 = 29
Claw: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 1d8 + 22 ⇒ (5) + 22 = 27
He stands unharmed.
You're up!
| Benedict the Clever |
Benedict decides that the best offense is a good defense, to allow the archers to continue their work.
He steps 5' closer to the Gugs, but maintains Total Defense.
As before, AC 39 for Benedict vs evil foes, and AC 37 for Haela. Benedict would not have survived that last round at his base AC of 31 with them Smiting him.
| Aerel Truthseeker |
Aerel, grateful for their leader's willingness to soak up the attacks, tries to reduce the number of attacks by killing one of the gugs. He continues to focus on the peacock...
+1 Longbow RS DA MS: 1d20 + 23 - 2 - 4 ⇒ (4) + 23 - 2 - 4 = 21
Adamantine and Magic damage 1: 1d8 + 14 ⇒ (1) + 14 = 15
Adamantine and Magic damage 2: 1d8 + 14 ⇒ (1) + 14 = 15+1 Longbow RS DA MS: 1d20 + 23 - 2 - 4 ⇒ (12) + 23 - 2 - 4 = 29
Adamantine and Magic damage: 1d8 + 14 ⇒ (1) + 14 = 15+1 Longbow RS DA MS: 1d20 + 23 - 5 - 2 - 4 ⇒ (19) + 23 - 5 - 2 - 4 = 31
Adamantine and Magic damage: 1d8 + 14 ⇒ (4) + 14 = 18+1 Longbow RS DA MS: 1d20 + 23 - 10 - 2 - 4 ⇒ (12) + 23 - 10 - 2 - 4 = 19
Adamantine and Magic damage: 1d8 + 14 ⇒ (1) + 14 = 15
Grum Bakison
|
Hit: 1d20 + 25 ⇒ (14) + 25 = 39
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 33 ⇒ (1) + (3) + (1) + 33 = 38
Seeing Benedict defend himself as the arrows flew, Grum decided to join the fray. Taking advantage of Benedict drawing attention to himself, he leapt at the Gug attacking the Chevalier and buried his sword into its side.
| William Grove |
William moves to see the gug and then fires an arrow at it.
+2 Adaptive Goblinoid Bane Composite Longbow AS: 1d20 + 21 ⇒ (20) + 21 = 41 Damage: 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11
+2 Adaptive Goblinoid Bane Composite Longbow Crit Confirm AS: 1d20 + 21 ⇒ (17) + 21 = 38 Damage: 2d8 + 12 + 6 ⇒ (2, 1) + 12 + 6 = 21
| DM Stalwart |
Bite Vs. Grum: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Claw Vs. Grum: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Claw Vs. Grum: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Claw Vs. Grum: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Claw Vs. Grum: 1d20 + 17 ⇒ (4) + 17 = 21
The remaining gug grunts as William puts a well-placed arrow into the aberration. Then it steps forward and bites and claws at Grum.
Everyone's up!