Altorin |
Is the acid considered a liquid? Altorin can use Basic Hydrokinesis to dry wet creatures and objects as if using prestidigitation. Or he can soak Eka in water to dilute it...
Qiroyo Darudo |
potion of CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Just as he had drank the potion he regrets taking it from Eka. The paladin could now make use of it himself.
Eka |
"AAah! ...Well, that iss jusst great. Gah! That ssmartss! Altorin, can you wash thiss out for me? It sseemss to be caussing more damage to my leg than jusst the initial hit." Eka holds her leg out for him, hoping that he can wash the worst of the acid out of her wound.
What do you think, GM Erich? Does that at least reduce the rounds of additional damage?
GM Erich |
Without resorting to my uni chemistry for any exact calculations, I'll say using water immediately dilutes the acid enough to reduce the effect by a round. So only 14 points damage.
Updated Health
Qiroyo -4 damage
Cyclic
Mange
Altorin
Eka -14 damage
Sir Durant
Altorin |
with a nod, Altorin channels motes of aether that coalesces into a spout of water that pours over the scaly paladin's wound. "That should clean it up at least."
...
"Do you think there can be more traps or should we see what else is up here?"
perception: 1d20 + 12 ⇒ (6) + 12 = 18
Cyclic |
"Time to move on down, though there will probably be traps down there as well, so take this opportunity to use your items of curing if you have been injured."
Eka |
"Good idea." Eka downs both of her remaining healing potions.
Potion of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Potion of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
"Much better. Now, Altorin is right: we should keep our eyess peeled for more trapss ass we go." Eka painstakingly does so as she heads out again.
Perception aid: 1d20 + 6 ⇒ (12) + 6 = 18
Aiding Altorin's roll two posts before this.
Qiroyo Darudo |
"Yes yes. We must be careful."
Perception aid: 1d20 + 8 ⇒ (12) + 8 = 20
GM Erich |
With the trap sprung and the floor searched, the group proceeds further into the depths of the prison with only the found note to intrigue them.
The second level of the Fair, like the area just searched above it, is stripped of nearly everything metal, leaving what was once a tangle of dank, solitary confinement cages transformed into a tumbled mess of furniture and prisoner odds and ends. A collection of broken furniture in the southeast corner suggests a struggle, evidenced by a splattering of blood on the floor in front of the door in the southeast corner of the room.
But the primary interest in the cramped and foreboding room is the sound of loose chains scraping against the flagstone floor. A solitary figure paces slowly, facing the southern wall in front of him.
Stretching across the length of the plastered wall is a large mural depicting two large snakes carrying a bell into Cassomir’s sewers. Following on their heels are clearly several figures: an armored man with longsword brandished, a bardiche-carrying snake-woman, a white-haired gnome, another gnome riding high upon wolf, and a half-elf bathed in a mist of ice.
He reaches up with outstretched arm and adds a splash of color where only he would and speaks without acknowledging your entrance. “For you, my master, always for you!”
New map and portrait
Eka |
"Huh. That iss impresssive. The man hass talent." Eka comments nonchalantly to her team. Then she realizes something: "...but wait. We already ssaw a bell upstairs, and I only ssaw one plasse for a large bell to be hung. Wass there another bell here that they could have taken?"
Sir Durant Aumarideth |
"We meet again, Painter," Durant calls from near the base of the stairs. "I see your art still reflects your Master's ill intent, even when people such as ourselves stand to oppose it and succeed time and time again. Indeed, it seems our fates are bound together so long as these horrid events continue to plague this city and its people. Tell me, what became of the people abducted by the derros earlier today? Will your paintings reveal that as they did last time we met?"
Diplomacy: 1d20 + 14 ⇒ (12) + 14 = 26
GM Erich |
Embracing his new, calmer demeanor, the Crazed Painter stops in front of the illustration of the lot of you and ponders for a moment. “Groetus told me... told me you would come, and he demands that you rid his shrine of the filthy derros. But I warn you, do not interfere with his shrine or the Master's anger will be swift.”
At this point, he points to the door in the southeast corner of the room and says, “Down, down, deeper, and down... follow my map to the undergroun'.”
Without turning from his artwork, you catch the hint of a smile on the Painter's face.
Cyclic |
"Hey, those figures... They look like us. A bit romanticized, but like us. Are you suggesting we carry that monster of a bell down all those stairs? Sounds suicidal. I'd rather face a pack of undead rats."
GM Erich |
The hint of a smile turns into the familiar toothless grin and he turns to Cyclic. Staring for an uncomfortable amount of time, he finally turns back to the mural. “You don't carry the bell. Those two snakes do.”
GM Erich |
The painter slowly walks towards Altorin and holds out his paint brush as if to color-blot the kineticist's nose, but instead grins again.
"The snakes have already found you."
Picking up some of his renewed fervor from several weeks ago, he spins around and raises his arms outstretched to the glorious mural.
"They have such plans for it! But do not get flustered by what has happened, what may happen, or what may never happen... Only the Master knows for sure... No! You! You have been bidden by him to hunt out the nasty derros. They interfere with my lord’s plans and he wants them dead. So why do you delay when given an order by the mighty Groetus? The map, the map ... you need!"
With that, he rips at the shoulders of his paltry tunic and it shreds into two halves. As the front half falls to his front, he rips at it even further, until he creates a roughly square section of dingy cloth and hands it to Sir Durant.
Opening it up, you spy dozens of paint strokes and splotches upon it forming an unintelligible garble of scrawls and pictures “Understand the map and you find the grotto.”
Cyclic |
"You have been a great help as always." She takes the map and tucks it away 'safely'. There may be a hint of sarcasm in her voice.
"We should get going. Without the bell."
Eka |
Eka mumbles: "Maybe the ssnakess already took a bell ahead of uss..."
Qiroyo Darudo |
Qiroyo studied the mal and his art silently, then mumbles a few words of power. casting Detect Magic
He curiously scans the painter, his tools and his art.
GM Erich |
The painter mimics Qiroyo's words as he casts (with elaborate hand gestures thrown in for fun), but neither he nor the gnome is successful in detecting any magic on the other.
--------------------
Moving over to the door in the corner of the level, it opens up into a non-descript (though frequently used, from the smell of it) lavatory. The commode platform is raised up, however, revealing a metal ladder solidly affixed to the wall that descends into the darkness below. Testing the hinges of the trap-door, you can see that although from below it is obvious where it is and how to open it, when closed it is almost impossible to recognize it as a path downward. Clever gnome engineering at its finest. DC 40 Perception check to find when closed, luckily they left it open in their haste!
The ladder extends nearly thirty feet down and ends in an walk-able portion of Cassomir's sewers. Refuse rushes by in a stream of garbage carried swiftly through the sewer proper. A five-foot-wide dry ledge sits a foot above the refuse and provides a walkway on both the east and west sides of the sewer. On the west wall, a massive iron door blocks passage beyond. An image carved into the door is of a dispassionate figure holding a gibbous moon.
When you are ready to move on there is a new map. Crossing the waters of the sewer will take an Acrobatics check to balance across the rock fall to reach the other side or risk falling in the tepid "water". For those of you without darkvision, there needs to be a light source as well.
Cyclic |
"Remember the Duerger like to extinguish light. We may be fighting blind before we are through here. It sure looks like we have to go through that door."
Just to verify, here is a tracking roll to find out where they went.
survival: 1d20 + 4 ⇒ (1) + 4 = 5
Hmmm. Lots of wet is about all Cyclic can tell.
"Whaddaya say, Mange? Can you hop this thing?"
Mange gives her a look that obviously says no.
"Looks like we are going to swim this thing unless someone has a better idea."
GM Erich |
The ladder does go up to the Painter's floor.
In case it is not clear, the water looks very dirty.
Eka |
Before heading down the toilet (Eww. Grosss.), Eka lights her sunrod and tucks it into her belt. Once reaching the bottom she remarks: "What a wonderful ssmell we have disscovered."
By the light of the sunrod, she notes the rockfall and begins to pick her way across the fetid liquid.
Acrobatics: 1d20 + 2 - 3 ⇒ (10) + 2 - 3 = 9
Includes Armor Check Penalty. Sigh.
Her foot slips on a sludge-slimed rock! In a moment of panic, she tries to use the shaft of her bardiche as a staff to prop herself up. (A bardiche is about 5 ft long, so theoretically that could work.)
Cyclic |
"I'll bet it is disease ridden. There is definitely a cycle of life going on in that muck."
Qiroyo Darudo |
"I can guide you through it, Eka, if you want." Qiroyo offers to ast Guidance on anyone needing a little divine help. He starts casting on himself and then anyone not refusing.
Finally the 100 years old monk propells himself in a standing jump across the water.
Acrobatics DC 20 (distance 10, x2 for standing jump): 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 Yoda anyone?
Cyclic |
Can we use the ladder to make a bridge? How did the Duergers cross. Can Cyclic see something somewhere that could be used?
perception: 1d20 + 4 ⇒ (5) + 4 = 9
GM Erich |
The ladder is affixed into the wall, so that would be considerable effort to remove. There doesn't seem to be anything around that could particularly help but if someone could stretch a taut rope across, I'd give a bonus to your roll. Don't forget you can take ten if you feel your acrobatics skill is high enough. There is not enough room for a running start to simply jump.
Everyone can apply guidance to their roll.
Cyclic |
Cyclic tosses over her grappling hook attached to a nice silk rope after someone makes it over. Then she will attempt to balance her way over using the rocks (at least it looks like there are rocks in on the map) after bundling her armor and stuff separately for a separate journey over, dangling over the rope.
Cyclic acrobatics: 1d20 ⇒ 14
Mange, not having any hands, has to just jump for it but does an excellent job once his armor is removed too.
Mange acrobatics: 1d20 + 3 ⇒ (18) + 3 = 21
Sir Durant Aumarideth |
Sir Durant stows his sword and shield for the moment, then pulls out and lights a torch. Holding the torch up over the water, he looks down into the stream of sewage.
How deep is it? Could I potentially wade across?
Moving toward the west end of the rock fall, he grabs the far end of Cyclic's rope and helps hold it taut for the others to cross over.
Durant is immune to disease, so if falling into the water would require a save against something like filth fever, he wouldn't have to worry about it! Yay paladin!
GM Erich |
Unafraid of the putrid conditions, Durant tests the depths, and is able to make his way across the bottom with his head barely above the surface. Five feet deep it seems
After giving everyone divine guidance, Qiroyo easily hops the rocks and is followed by Mange and Cyclic, who benefit from the rope tied off by Durant.
Eka just manages to keep her balance going across, slipping once but steadying on the rope and her outstretched polearm. Altorin breathes a sigh of relief and crosses easily.
Once everyone has gathered again, they move to the incongruous iron door. It is clearly locked, and looks very difficult, though not impossible, to breach.
Go ahead and place yourself where you would be to examine/breach the door. Consider squares with big grey rocks in them as difficult terrain.
Cyclic |
After looking the gate over
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
She gets as far away as she can before they open it. "Remember these guys are fond of traps. Be very careful."
Eka |
Eka grimaces in agreement with Cyclic. "Yess, trapss. I remember well." She takes a place behind Sir Durant and looks over his shoulder to inspect the door.
Perception to aid Altorin, not that he needs it: 1d20 + 6 ⇒ (7) + 6 = 13
Qiroyo Darudo |
Qiroyo hides behind Eka, crossbow ready.
GM Erich |
Altorin feels confident that the door is not trapped, but it will take considerable effort to break it down.
Either strength checks or weapon damage if you are fairly skilled.
You could also target the lock itself, which might be easier.
Eka |
"It iss not trapped? Well, then, let uss desstroy thiss lock!" Eka pulls out her morning star, not wanting to dull the edge of her bardiche's blade, and begins to whack at the lock. The heavy Pang! sound of metal beating on metal reverberates in the stone tunnel, only slightly dampened by the foul mess running down the center channel.
cold iron morningstar: 1d20 + 5 ⇒ (12) + 5 = 171d8 + 3 ⇒ (2) + 3 = 5
It does both bludgeoning and piercing damage
cold iron morningstar: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 3 ⇒ (2) + 3 = 5
cold iron morningstar: 1d20 + 5 ⇒ (5) + 5 = 101d8 + 3 ⇒ (4) + 3 = 7
cold iron morningstar: 1d20 + 5 ⇒ (9) + 5 = 141d8 + 3 ⇒ (4) + 3 = 7
cold iron morningstar: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 3 ⇒ (3) + 3 = 6
cold iron morningstar: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 3 ⇒ (6) + 3 = 9
Confirm crit?: 1d20 + 5 ⇒ (6) + 5 = 111d8 + 3 ⇒ (8) + 3 = 11
cold iron morningstar: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 3 ⇒ (1) + 3 = 4
cold iron morningstar: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 3 ⇒ (4) + 3 = 7
GM Erich |
It takes many whacks from Eka's morningstar (probably with needed relief from Sir Durant) to make a dent in the door large enough to bend it out of its sturdy frame. Ten minutes later, you think you can open it now.
Sir Durant Aumarideth |
Durant joins in breaking the lock off of the door, then stands ready to enter with his companions. "We've given them all the waring they'll need to know we're coming," he says bluntly. "Let's make sure it doesn't matter how prepared they are!"
The knight turns to his fellow paladin as he leans his shoulder to the door, "On three? One...two...THREE!" With that, Durant opens the door!
GM Erich |
The door creaks and gives way to Durant's assault, smacking against the stone wall with a reverberating clatter. Another iron door lies partially open in the cramped alcove. The weak sounds of the injured issue forth from within the hallway beyond.
Opening the next door fully, a purple radiance washes over this cold chamber from a variety of lichens and fungi that grow on the walls and ceiling creating an otherworldly sheen. Straw-filled cages line the north and south walls and are filled with humans barely clinging to life. In the room’s center, a strange pedestal, carved in the likeness of dozens of grasping tentacles, sits fixed into the stone floor.
The overwhelming stench of death assails your nostrils as a bizarre creature with a hideous lolling tongue steps forth from the deepened shadows and blocks Durant's way with a hiss. "Come to die today?"
Need a DC 20 fortitude save from Sir Durant or be sickened the rest of the encounter, as will anyone else getting within ten feet of it (inside yellow circle).
Altorin and Qiroyo heard its subtle movements and can act as it moves into position.
perception Altorin: 1d20 + 12 - 3 ⇒ (12) + 12 - 3 = 21
perception Cyclic: 1d20 + 4 - 7 ⇒ (7) + 4 - 7 = 4
perception Eka: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5
perception Mange: 1d20 + 5 - 7 ⇒ (6) + 5 - 7 = 4
perception Qiroyo: 1d20 + 7 - 3 ⇒ (16) + 7 - 3 = 20
perception Sir Durant: 1d20 + 0 - 1 ⇒ (8) + 0 - 1 = 7
Altorin Init: 1d20 + 5 ⇒ (6) + 5 = 11
Cyclic Init: 1d20 + 7 ⇒ (2) + 7 = 9
Eka Init: 1d20 + 2 ⇒ (7) + 2 = 9
Qiroyo Init: 1d20 + 4 ⇒ (7) + 4 = 11
Sir Durant Init: 1d20 + 2 ⇒ (12) + 2 = 14
Purple Init: 1d20 + 5 ⇒ (7) + 5 = 12
Surprise Round - Bold can act
Sir Durant <Do need Fort Save or be sickened>
Creature
Altorin <One action>
Qiroyo <One action>
Cyclic
Mange
Eka
-----------
Start of Round 1 - Bold can act
Sir Durant
Qiroyo Darudo |
Qiroyo moves past Eka to get a look at the enemy.
Religion: 1d20 + 5 ⇒ (12) + 5 = 17
"This is a ghast, a more dangerous version of a ghoul, with paralyzing attacks and a diseased bite."
GM Erich |
It is more or less even in height, but if you want to stand on the rocks in the water, you'd need to make the acrobatics check once again.
Altorin |
Ok. Why not. After all, he is supposed to be fearless...
acrobatics: 1d20 + 8 ⇒ (19) + 8 = 27
Altorin leaps from the side onto the rocky outcropping, standing precariously above the once rancid water. But it is his element still.
@GM Erich - would using a damp cloth to reduce inhaling the stench offer a saving throw bonus?
GM Erich |
@Altorin That would be worth a bit of a bonus, but would take several actions to implement (retrieve item, put in on)
Altorin and Qiroyo cross beyond the door, preparing for the fight ahead. Sir Durant lowers his head, praising Iomedae to bolster his strength, and slices out at the foul undead, but his imbued longsword harmlessly skips off its polished leather cuirass.
Durant Fort Save: 1d20 + 7 ⇒ (18) + 7 = 25 not sickened
Durant Smite Attack: 1d20 + 7 + 3 ⇒ (3) + 7 + 3 = 13 Durant now AC 23 from smite
With eyes widened in rage, the ghast tears into the tempered champion, blood and gore filling up the narrow corridor.
Ghast Bite vs Durant: 1d20 + 11 ⇒ (16) + 11 = 27
Ghast Bite Damage vs Durant: 1d6 + 7 ⇒ (5) + 7 = 12
Ghast Claw vs Durant: 1d20 + 10 ⇒ (14) + 10 = 24
Ghast Claw Damage vs Durant: 1d6 + 7 ⇒ (1) + 7 = 8
Ghast Claw vs Durant: 1d20 + 10 ⇒ (9) + 10 = 19
Ghast Claw Damage vs Durant: 1d6 + 7 ⇒ (5) + 7 = 12
Round 1/2 - Bold can act
Creature
Altorin
Qiroyo -4 damage (from previous encounter)
Cyclic
Mange
Eka
------------------------
Sir Durant -20 damage Need two DC 19 Fort Saves vs paralysis
GM Erich |
The ghast barely maintains its feet upon the icy stone.
reflex save: 1d20 + 5 ⇒ (13) + 5 = 18