Cyclic |
"Well, derros seem to be the villains here. And that religious lady seems to be a common theme. What is that holy symbol of? Did anyone notice a wall with figures like the one in the picture? The curator did say that we could triangulate the place from the monuments right? Perhaps she appears in other monuments, Heck, I don't really have a clue here."
Eka |
Eka has picked up the paintings and holds them up, a flesh and bone double easel. Hey, I'm being useful. Woo.
Qiroyo Darudo |
Local: 1d20 + 2 ⇒ (7) + 2 = 9
Local: 1d20 + 2 ⇒ (2) + 2 = 4
"I'm with you Cyclic. I don't see much more than what's obvious. Art was never my strong suit. Not in a hundred years."
Cyclic |
Were there any bas reliefs on the prison walls? Can we use diplomacy to find out from some of the staff if they know where anything like this is?
Sir Durant Aumarideth |
"That same figure does appear to be in all three paintings. Didn't Belmiir mention that it was a depiction of Aroden? I wonder if that is some sort of clue about how we are meant to open that hidden door?"
GM Erich |
There are no bas reliefs in the prison, but there are maybe some at another location...Belmiir may be able to get the knowledge local rolls
Friendly GM hint (as its not entirely obvious). Concentrate on what Aroden is doing in each painting (that you might be able to emulate at each particular location)
Sir Durant Aumarideth |
I think that sounds right, Altorin. Let's give it a shot!
After retrieving the paintings, Sir Durant returns to the statue and locates the maker's mark once again. Trying to imitate the image of Aroden as much as he can, he pulls out his simple wooden holy symbol of Iomedae and raises it overhead with a short prayer.
Iomedae be with me!
Eka |
Shrugging, Eka pulls out her own mangled, melted holy symbol and imitates Sir Durant's imitation of the crazed prisoner's wacky painting.
Dear god, whoever you are... Um... Help us figure out what we need to do to end this scourge that we seek to root out and destroy. The undead are an abomination!
She feels awkward, praying to a god she doesn't remember. Her dedication to the cause of good and order (and thus her god's supposed principles) are very real, but her connection to her deity is, well, mostly absent. In fact, if it were not for her ability to detect evil, she would think that she was no paladin at all. She feels nothing. Her eyes open a slit, and she looks around to see if anyone is staring at her for any reason other than checking to see if these antics work.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
GM Erich |
Ok, you seemed to have cracked the code (the first part anyway). I'll make sure Belmiir gets the knowledge checks and we can proceed.
Sir Durant produces his holy symbol and waves it around hoping to affect the statue in some way. As he moves it close to the Ismacco mark, it begins to glow slightly, and when he touches it with Iomedae's power an audible click indicates that a small compartment has opened just beneath the mark. Reaching inside carefully, you find a rolled up parchment with a simple symbol written in red ink upon it. New Handout #1
Belmiir know(local): 1d20 + 8 ⇒ (9) + 8 = 17
Belmiir know(local): 1d20 + 8 ⇒ (5) + 8 = 13
Convinced that the buildings in the other two paintings are Imperial Hall of Records and a wall near the Quickfall Abbey, Belmiir hastens you on.
----------------
When you arrive at the Hall of Records, it doesn't take significant effort to match the bas reliefs in painting to reality. More careful detection reveals another Ismacco "I" in the heart of that relief.
I'll need a DC 12 perform check from someone to replicate the notes and unlock Handout #2.
--------------------
Reaching the Abbey, the uninterrupted smooth stone wall stretches for some distance but you soon find another letter “I” symbol in the middle of it. Replicating Aroden's deed you smash into it.
I'll need someone to do at least 5 points of damage to the wall to unlock Handout #3.
Qiroyo Darudo |
Qiroyo was eager to be a role model for the younger party members and kept lecturing them about things they never wanted to know.
"As I said before, I was never a man of the finer arts. But it can't be too difficult to match these notes. Let me try."
Perform: 1d20 - 1 ⇒ (14) - 1 = 13
-----------
Similarly, he shoved away the guys with the big weapons when they reached the stone wall.
"This needs subtelty. And a controlled mind." He breifly studied the masonry, then formed his hands to fists and hammered at the wall with his bare hands like a boxer.
full-round action for automativ hits
damage: 1d4 ⇒ 1
damage: 1d4 ⇒ 3
damage: 1d4 ⇒ 3
Almost half a minute later:
"You see? Little strokes fell big oaks."
GM Erich |
Qiroyo takes it upon himself to be both performer and pugilist. By the end, the group has opened up two more hidden compartments, containing further parchment clues to be able to triangulate the hidden entrance to the Crypt of Fools.
Handouts #2 and #3 to wit.
Take a bit of time and see if these three symbols somehow lead you to a place to search for the entrance to the Crypt of Fools. When you think you know, move the green glyph of the open road there and let me know here in that you have figured it out.
Sir Durant Aumarideth |
Added some lines connecting the three landmarks that seem to be indicated by the symbols. Somebody else can take it from here!
Cyclic |
"See gnome ingenuity at work, Mange. Well we were told to triangulate, and the patterns on the papers match these sites, so the most central location to all three is right... here!"
glyph placed.
"Shall we?"
Eka |
Now we're getting somewhere! Eka's excitement is mounting now that the group is so much closer to some actual action. "Yes, let's go!" She begins striding in that direction.
GM Erich |
Searching the grounds near the center of the sketched triangle formed by the hints provided by the glyphs, Altorin finds another letter “I” carved into the side of a seemingly solid brick foundation wall surrounding an opulent manor house. Moreover, Belmiir finds a loose brick near the “I” that, when pushed, opens a 2-foot-by-4-foot section of wall, and with a marked chill, reveals a long set of stone stairs that descend deep beneath the streets of Old Cassomir.
The stairs are in complete darkness, so you will need a light source (or appropriate vision) to descend without falling. Otherwise a marching order and other preparations are called for.
perception Altorin: 1d20 + 12 ⇒ (17) + 12 = 29
perception Belmiir: 1d20 + 8 ⇒ (12) + 8 = 20
perception Cyclic: 1d20 + 4 ⇒ (6) + 4 = 10
perception Eka: 1d20 + 6 ⇒ (3) + 6 = 9
perception Mange: 1d20 + 5 ⇒ (12) + 5 = 17
perception Qiroyo: 1d20 + 7 ⇒ (5) + 7 = 12
perception Sir Durant: 1d20 + 0 ⇒ (14) + 0 = 14
perception Altorin: 1d20 + 12 ⇒ (18) + 12 = 30
perception Belmiir: 1d20 + 8 ⇒ (19) + 8 = 27
perception Cyclic: 1d20 + 4 ⇒ (10) + 4 = 14
perception Eka: 1d20 + 6 ⇒ (1) + 6 = 7
perception Mange: 1d20 + 5 ⇒ (11) + 5 = 16
perception Qiroyo: 1d20 + 7 ⇒ (3) + 7 = 10
perception Sir Durant: 1d20 + 0 ⇒ (19) + 0 = 19
Belmiir |
Belmiir speaks up, My vision is accustomed to such dark places however, my battle powers are not the equal of most of you. If it pleases the party I'll be 2nd in line behind one of you bigger sword swinging types. Belmiir winks at Sir Durant and nods at Eka. That way I'll be handy if we discover something interesting or dangerous... Belmiir forrows his brows and whispers, ...like a trap...
Cyclic |
Cyclic gets her ioun torch moving and glowing.I guess she is third in line?
Sir Durant Aumarideth |
Sir Durant nods to the clever dwarf, "Sounds like an excellent plan, Belmiir. Eka, since you are more of a second line specialist with your bardiche, I will take the lead. I'll have to rely on torchlight, unless someone could provide magical light, perhaps on my sword or shield. Regardless of how we break through the darkness below, it will be the light of Iomedae that drives us onward!"
Durant can take the front line, followed by Belmiir (for spotting traps), then Eka (for reach combat), then probably Qiroyo, Cyclic, and Altorin.
Durant can hold a torch for light, or if someone has a spell or other magical light source, we can go with that.
GM Erich |
The temperature falls rapidly as you descend until it stabilizes just above freezing. You have likely traveled two-hundred feet beneath the city streets and find yourselves in the midst of a small chamber.
An ancient fountain decorates this open tunnel intersection. Many chipped sculptures provide spouts which drizzles water splash into the basin below. The fountain’s cold concrete edges have carved symbols that adorn its sides in three distinct bands. Two five-foot-wide tunnels exit the room to the east and west beyond doors that are not entirely shut.
From the west, you hear the desperate moaning of human-like voices and the chatter of some other nefarious creatures. It grows louder as they approach.
You each have one round to re-position yourself or buff up.
Cyclic |
Cyclic activates bless from her wand, of course.
Altorin |
Altorin surrounds himself in a thin layer of ice.
Eka |
Eka confidently strides into the room, taking up a position on the opposite side of the doorway to allow everyone else some space to get in on the action. She readies her bardiche and waits to see if the first one to enter is friend or foe. Double move.
GM Erich |
There was some misc damage from the last battle that never was addressed, I have kept them here, but I am ok to have done some healing as you were investigating. Just let me know if you drank the last potion or used wands to heal and I will adjust. Also, botting Qiroyo as requested, casting guidance on himself and moving into the room.
Sensing the upcoming encounter, Eka and Qiroyo move in, Altorin bathes himself in hydraulic protection and Cyclic blesses the party's efforts. The door kicks open and a brief procession of derros, mites, and beleaguered prisoners reveal down the tunnel. They are somewhat startled by your presence, but quickly draw weapons to attack. The mite in front sidearms a dart from his hip toward Eka, bruising her, while the derro instinctively plunges the area into darkness. Area inside black circle
Belmiir and Qiroyo have darkvision and can see fine, everyone else refer to the blindness rules. Assume that those with darkvision can give enough verbal clues to guide your movement toward enemies that they see.
Altorin Init: 1d20 + 5 ⇒ (4) + 5 = 9
Belmiir Init: 1d20 + 2 ⇒ (9) + 2 = 11
Cyclic Init: 1d20 + 2 ⇒ (15) + 2 = 17
Eka Init: 1d20 + 2 ⇒ (5) + 2 = 7
Qiroyo Init: 1d20 + 4 ⇒ (3) + 4 = 7
Sir Durant Init: 1d20 + 2 ⇒ (16) + 2 = 18
Red Init: 1d20 + 6 ⇒ (13) + 6 = 19
Yellow Init: 1d20 + 1 ⇒ (20) + 1 = 21
Orange Init: 1d20 + 1 ⇒ (14) + 1 = 15
dart to Eka flat footed: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm dart to Eka flat footed: 1d20 + 2 ⇒ (11) + 2 = 13
dart damage: 1d3 - 1 ⇒ (1) - 1 = 0
Round 1 - Bold can act - Bless is up
Yellow Mite
Red Derro
Sir Durant
Cyclic - 2 damage
Mange - 1 damage
Orange Mite
Belmiir - 2 damage
Altorin - 5 damage <shroud>
Qiroyo <guidance> - 2 damage
Eka (1 point non-lethal damage) - 2 damage
Sir Durant Aumarideth |
Sir Durant curses likely the fisherman he was raised as when the derro casts the room into darkness. He charges into the pool of inky blackness, nonetheless, and takes up a defensive stance.
Move 20ft, total defense
Cyclic |
Unlike the wiser Paladin, Mange does not know restraint and, when commanded to attack, sniffs out the first opponent and runs up to it.
Cyclic puts away her wand and pulls out her spear waving it around blindly.
GM Erich |
Durant and Cyclic delve into the darkness. The remaining mite snaps off a dart that spins out of control.
dart vs Cyclic: 1d20 + 2 + 1 - 4 ⇒ (6) + 2 + 1 - 4 = 5
Round 1 - Bold can act - Bless is up
Yellow Mite
Red Derro
Sir Durant
Cyclic - 2 damage
Mange - 1 damage
Orange Mite
Belmiir - 2 damage
Altorin - 5 damage <shroud>
Qiroyo <guidance> - 2 damage
Eka (1 point non-lethal damage) - 2 damage
Eka |
Eka can hear and smell mangy wolf close by. "Mange! Argh! Now I can't ssee, and you're in the way! Grrr... Ssorry, Ssyclic. No offensse."
Still, she doesn't want to sit around doing nothing. Knowing where the wall is, she reaches out to touch it with her bardiche, sliding the blade down to the doorway (and cringing as she envisions the edge dulling on the stone). She carefully threads it through the opening and guides it down the side so as not to harm her allies, and finally jabs it at the space where she saw a yellow mite before the darkness hit.
Concealment; <50 misses: 1d100 ⇒ 17
cold iron bardiche: 1d20 + 5 ⇒ (15) + 5 = 201d10 + 5 ⇒ (5) + 5 = 10
Includes Bless
Her blade connects with nothing, but she decides to keep holding it there, as far to the side as the door frame will allow. It was just too much trouble to get it in there, and she doesn't want to have to do that again.
Qiroyo Darudo |
I am looking in here sometimes, just don't expect consistency
Qiroyo can see the Mite perfectly, studies it and lines up a shot.
attack, guidance, study, bless, into melee: 1d20 + 3 + 1 + 1 + 1 - 4 ⇒ (10) + 3 + 1 + 1 + 1 - 4 = 12 -4 only, if actually threatened by someone
damage: 1d6 + 1 ⇒ (1) + 1 = 2
GM Erich |
Eka and Qiroyo launch unsuccessful attacks but Altorin is successful in dropping one of the mites to the ice. He stands back up and flings a dart at Cyclic but it clinks off her breastplate. The derro behind casts another spell causing the well to reverberate with a frightful crashing sound.
Need a DC 15 fort save from Durant, Cyclic, Mange, and Eka or be stunned for 1 round
reflex orange: 1d20 + 3 ⇒ (12) + 3 = 15
reflex yellow: 1d20 + 3 ⇒ (8) + 3 = 11
yellow dart vs Cyclic: 1d20 + 3 ⇒ (11) + 3 = 14
Derro spell sonic damage: 1d8 ⇒ 6
Round 2 - Bold can act - Bless is up
Yellow Mite
Red Derro
Belmiir - 2 damage
Sir Durant - 6 damage <Need fort save or be stunned>
Cyclic - 8 damage <Need fort save or be stunned>
Mange - 7 damage <Need fort save or be stunned>
Orange Mite
Altorin - 5 damage <shroud>
Qiroyo - 2 damage
Eka (1 point non-lethal damage) - 8 damage <Need fort save or be stunned>
Sir Durant Aumarideth |
Fortitude: 1d20 + 7 ⇒ (14) + 7 = 21
Durant resists the noise raised by the derro's spell. "It's going after our senses," he shouts before plunging further into the darkness. He steps up searches through the darkness like Eka had done until he finds an opening where he can thrust his sword.
Cold Iron Longsword, Bless: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Concealment Miss<21: 1d100 ⇒ 80
Cyclic |
Fort ST Cyclic: 1d20 + 4 ⇒ (9) + 4 = 13
Fort ST Mange: 1d20 + 3 ⇒ (16) + 3 = 19
Cyclic blindly waves her spear around simply trying to keep anything (orange) from daring to attack Mange.
Mange sniffs about and takes a bite at orange or yellow, whichever makes more sense to his nose (orange if alive, then yellow).
GM Erich |
Belmiir draws his bow and steps into the room, firing off a successful shot at the mite through the melee. Sir Durant follows up with a powerful thrust to the mite's chest that forces it to fall limply to the ground. Cyclic freezes up, dropping her spear, from the burst of sound but Mange lashes out into the darkness missing her mark. The remaining mite snaps off another dart at Cyclic then draws a dagger.
Belmiir bow: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Belmiir damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Orange vs Cyclic: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Orange damage: 1d3 - 1 + 1 ⇒ (2) - 1 + 1 = 2
Round 2 - Bold can act - Bless is up
Yellow Mite -11 damage <unconscious>
Red Derro
Belmiir - 2 damage
Sir Durant - 6 damage
Cyclic - 8 damage
Mange - 7 damage
Orange Mite
Altorin - 5 damage <shroud>
Qiroyo - 2 damage
Eka (1 point non-lethal damage) - 8 damage <Need fort save or be stunned>
Qiroyo Darudo |
Qiroyo studies the 2nd Mite and lines up a shot.
attack, guidance, study, bless, into melee: 1d20 + 3 + 1 + 1 - 4 ⇒ (1) + 3 + 1 + 1 - 4 = 2
He misses dramatically
Then he reloads again.
Eka |
Fort: 1d20 + 4 ⇒ (4) + 4 = 8
Owowow! Sso loud! Aaack!
Eka's bardiche clatters to the ground as she claps her hands over her ear holes in anguish.
GM Erich |
Qiroyo's aim is far off and Eka is quickly stunned by the spell. Altorin coats the tunnel further but hears no sound of slippage, even as the derro slip-slides to the front and smashes Mange with his hooked truncheon. The darkness surges forward.
reflex orange: 1d20 + 3 ⇒ (14) + 3 = 17
acrobatics red: 1d20 + 3 ⇒ (9) + 3 = 12
red aklys vs Mange in darkness: 1d20 + 5 ⇒ (9) + 5 = 14
red damage vs Mange: 1d6 + 1d6 ⇒ (4) + (2) = 6
Round 3 - Bold can act - Bless is up
Yellow Mite -11 damage <unconscious>
Red Derro
Belmiir - 2 damage
Sir Durant - 6 damage
Cyclic - 8 damage <dropped spear>
Mange - 13 damage
Orange Mite
Altorin - 5 damage <shroud>
Qiroyo - 2 damage
Eka (1 point non-lethal damage) - 8 damage <dropped bardiche>
Belmiir |
Sorry for the lengthy absence everyone..was pre-occupied with real life..should be better posting schedule for remainder of adventure.
Belmiir mutters a muted curse and approaches the donnybrook, a few steps closer. He raises his bow again...this time aimed at the lead Derro (red). s bow: 1d20 + 5 + 1 + 1 ⇒ (7) + 5 + 1 + 1 = 14 dmg: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Sir Durant Aumarideth |
Durant hears Mange's yelp of pain and assumes a new enemy has placed itself in the mouth of the tunnel, so he once again carefully points his sword in the direction where he seems to remember the tunnel was and thrusts.
Longsword, bless: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Concealment Miss<21: 1d100 ⇒ 10
Cyclic |
Cyclic recovers her spear, dangling by its weapon cord, and once again thrashes about trying to keep the same fellow from hitting Mange, but is quite unable to figure out where the fellow is.
aid Mange AC, bless: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
concealment: 1d100 ⇒ 15
Mange has his usual violent reaction to being hurt and lashes out back at the Derro that just attacked him.
to hit bite, bless: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
concealment: 1d100 ⇒ 45
damage bite: 1d6 + 4 ⇒ (6) + 4 = 10
trip, bless: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
GM Erich |
The four of you launch an array of attacks into the tunnel mouth, but in the end, only Mange's sense of smell is enough to overcome the derro's defenses in the narrow opening. It is a significant bite though, forcing the derro to yelp in pain and flip to the ground.
The mite aims a dart at the wounded wolf, catching Mange between the eyes.
orange dart vs Mange: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
orange damage: 1d3 - 1 + 1 ⇒ (2) - 1 + 1 = 2
Round 3 - Bold can act - Bless is up
Yellow Mite -11 damage <unconscious>
Red Derro - 10 damage <prone>
Belmiir - 2 damage
Sir Durant - 6 damage
Cyclic - 8 damage
Mange - 15 damage
Orange Mite
Altorin - 5 damage <shroud>
Qiroyo - 2 damage
Eka (1 point non-lethal damage) - 8 damage <dropped bardiche>
Altorin |
Seeing an opening, Altorin crystalizes a barrage of icy shrapnel to hurl at the mite behind the derro.
Cold Blast: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d6 + 2 ⇒ (5) + 2 = 7
Eka |
Eka manages to find the handle of her bardiche in the darkness; the wood of the pole feels reassuringly familiar in her hands. She thinks she knows where her allies are standing and where the hallway entrance is, so she thrusts in that direction, hoping she connects with an enemy.
Concealment: 1d100 ⇒ 12
cold iron bardiche: 1d20 + 5 ⇒ (5) + 5 = 101d10 + 5 ⇒ (10) + 5 = 15
Includes Bless
"Keep up a constant chatter, everyone, sso we can hear where you are!"
Qiroyo Darudo |
Qiroyo shoots the Mite again.
attack, study, bless, soft cover: 1d20 + 3 + 1 + 1 - 2 ⇒ (14) + 3 + 1 + 1 - 2 = 17
damage: 1d6 + 1 ⇒ (4) + 1 = 5
Then he reloads again.
GM Erich |
Altorin sidearms a cold blast down the tunnel that drops the other mite decisively. Qiroyo and Eka cannot find such luck and the derro lashes out at Mange again, causing more injury.
concealment orange: 1d100 ⇒ 39
red aklys vs Mange in darkness: 1d20 + 5 ⇒ (12) + 5 = 17
red damage: 1d6 + 1d6 ⇒ (1) + (3) = 4
Round 4 - Bold can act - Bless is up
Yellow Mite -11 damage <unconscious>
Red Derro - 10 damage <prone>
Belmiir - 2 damage
Sir Durant - 6 damage
Cyclic - 8 damage
Mange - 19 damage
Orange Mite -5 damage <unconscious>
Altorin - 5 damage <shroud>
Qiroyo - 2 damage
Eka (1 point non-lethal damage) - 8 damage
Cyclic |
Did the Derro get up and attack? Otherwise I think it missed.
Cyclic lets her useless spear dangle and instead pulls out her wand of CLW and heals poor Mange before he drops.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Mange continues his rampage, easily locating the Derro but failing miserably to bypass the armor.
to hit bite, bless: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10; +4 if Derro is still prone
concealment: 1d100 ⇒ 99
damage bite: 1d6 + 4 ⇒ (4) + 4 = 8
trip, bless: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Eka |
Might asss well try again... Mentally shrugging at the futility of fighting in pitch darkness, Eka tries another thrust and wiggle with her bardiche. Who knowss? Maybe I'll hit ssomething.
Concealment: 1d100 ⇒ 8
cold iron bardiche: 1d20 + 5 ⇒ (7) + 5 = 121d10 + 5 ⇒ (10) + 5 = 15
Includes Bless
Nope. Nothing. She then calls out to her party, both to let them know where she is and because she is curious: "Sso... Thosse of uss who can ssee: how are we doing?"
Cyclic |
"No idea, though Mange seems to be getting ahold of something and that something seems to be wailing on Mange."
Sir Durant Aumarideth |
"Not for long, Cyclic," Durant reassures the gnome as he once again tries to locate the derro with his blade.
Longsword, Bless: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Concealment Miss<21: 1d100 ⇒ 91