GM Kate |
You move on to the next room.
This storage room is jammed with lumber, pieces of broken old stone, and a variety of strange lumps of metal. A large soapstone statue of an eland-headed humanoid, wrapped in chains and locked to the floor, leans against the south wall while holding a small shield close to its chest in one hand. The chains around it crackle with bursts of magical energy.
Two demons, of a sort you faced before, stand guard over the bound statue. They move to attack.
babau 1: 1d20 + 13 ⇒ (18) + 13 = 31
babau 2: 1d20 + 13 ⇒ (3) + 13 = 16
Fuchsia: 1d20 + 11 ⇒ (19) + 11 = 30
Zarke: 1d20 + 14 ⇒ (14) + 14 = 28
Jack: 1d20 + 11 ⇒ (14) + 11 = 25
Asta: 1d20 + 12 ⇒ (6) + 12 = 18
Yuturr (Stealth): 1d20 + 14 ⇒ (2) + 14 = 16
The first babau moves over and stabs at Asta with a longspear.
longspear, grievous wound: 1d20 + 17 ⇒ (15) + 17 = 32
ouch!: 1d8 + 7 + 2d6 ⇒ (2) + 7 + (6, 2) = 17 plus 1d6 ⇒ 1 evil plus frightened 2
Initiative
Babau 1
Fuchsia
Zarke
Jack
Asta, -18 hp, frightened 2
Yuturr
Babau 2
Make a DC 24 Reflex save!
Crit Success
Success
Failure
Critical Failure
Yuturr Unku |
Yuturr springs into action, opting not to maneuver into the room by himself and thus forgoing the element of surprise by acting before the second babau.
stabbity: 1d20 + 15 ⇒ (19) + 15 = 34
piercing: 2d6 ⇒ (2, 5) = 7
plus Deadly, if a crit: 1d8 ⇒ 7
DC 24 Refl save: 1d20 + 14 ⇒ (9) + 14 = 23 Reroll per Cat's Luck
DC 24 Refl save: 1d20 + 14 ⇒ (12) + 14 = 26 yay!
A splash of acid bounces back toward Yuturr, who manages to avoid some of it.
Skirmish Strike stabbity: 1d20 + 15 - 4 ⇒ (7) + 15 - 4 = 18
piercing: 2d6 ⇒ (6, 1) = 7
plus Deadly, if a crit: 1d8 ⇒ 8
Stride, Strike, Skirmish Strike.
Fuchsia Madouc |
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Hey look, Yutuur! It's "mark!"
Fuchsia tumbles through the babau and readies to move out after Yutuur has a flank.
Tumble: 1d20 + 15 ⇒ (12) + 15 = 27
Hi, mark!
After Yutuur strikes the creature, she scurries away.
Bye , mark!
Tumble into a flanking position, ready to stride after Yutuur completes his turn
Yuturr Unku |
w00t! In which case it's an additional sneak attack: 2d6 ⇒ (3, 1) = 4 on the hit due to flat-footed.
Asta Odimmadu |
Religion to Recall Knowledge (Known Weakness): 1d20 + 10 ⇒ (16) + 10 = 26
Devise a Stratagem: 1d20 ⇒ 4
Not seeing a good opening, Asta takes a moment to look over the statue, then opts to move out of Zarke's way and heal his own wounds while he waits for the adrenaline coursing through his veins to subside. He reminds his allies about what they've learned about babaus.
Battle Medicine (Expert DC 20 - Assurance) Healing: 2d8 + 10 ⇒ (8, 6) + 10 = 24
◇DaS, ◆Look at statue (Recall Knowledge?), ◆Stride, ◆Battle Medicine (Assurance)
Zarke |
T'gon'l growls at #1
intimidate, no language vs will #1: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14
Zarke then follows up with an electric arc between the pair of demonic creatures before dismounting for more manuverability.
electric arc: 3d4 + 4 ⇒ (2, 1, 4) + 4 = 11
Basic Reflex 22
GM Kate |
Fuchsia tumbles into position to set up Yuturr.
Yuturr darts in, stabs the babau in a particularly sensitive spot and takes only a tiny splash of acidic blood. Fuchsia moves out again.
Asta recognizes babaus from fighting them a few hours ago! They are resistant to acid and weak to cold iron and good. They also really don't like when you heal the damage they do with their Grievous Strike, sneak attacks, and crits.
Asta thinks that this statue is the Cursebreaker you came here looking for!
"Noooo!" mental damage: 4d6 ⇒ (1, 4, 2, 5) = 12
Zarke casts an electric arc into the room.
1 Reflex: 1d20 + 16 ⇒ (1) + 16 = 17
2 Reflex: 1d20 + 16 ⇒ (13) + 16 = 29
1 is still so mad about Asta healing that it doesn't even move out of the way of the arc.
Initiative
Babau 1, -53
Fuchsia
Zarke
Jack
Asta, frightened 1
Yuturr, -1 hp
Babau 2, -5 hp
Jack Lily-White |
Action 1-3: Summon Plant or Fungus
"I know what to do. I've got a friend who's a prickly thorn, but sweetly worn."
Jack then draws deep from the wellspring of fey magic he's bound to. The magic begins to bloom behind the furthest of the babaus, taking shape as a sunflower leshy! "Show them what for, friend."
The leshy obliges, letting loose a spray of seeds that pepper both demons!
Seed Spray (B). DC 16 Basic Reflex: 2d6 ⇒ (1, 4) = 5
GM Kate |
Jack summons a leshy into the fray!
1 Reflex: 1d20 + 16 ⇒ (14) + 16 = 30
2 Reflex: 1d20 + 16 ⇒ (5) + 16 = 21
Babau 1 avoids the blast, though Babau 2 catches a few seeds to the face.
2 stabs at the leshy, then moves, while 1 stabs a Yuturr, then moves.
longspear vs leshy, grievous wound: 1d20 + 17 ⇒ (12) + 17 = 29
ouch!: 1d8 + 7 + 2d6 ⇒ (2) + 7 + (2, 5) = 16 plus 1d6 ⇒ 6 evil plus frightened 2
longspear vs Yuturr, grievous wound: 1d20 + 17 ⇒ (8) + 17 = 25
ouch!: 1d8 + 7 + 2d6 ⇒ (8) + 7 + (5, 4) = 24 plus 1d6 ⇒ 5 evil plus frightened 2
Leshy down?
Make a DC 24 Reflex save!
Crit Success
Success
Failure
Critical Failure
Initiative
Babau 1, -53
Fuchsia
Zarke
Jack
Asta, frightened 1
Yuturr, -30 hp
Babau 2, -7 hp
Asta Odimmadu |
Religion to Recall Knowledge (Known Weakness), frightened 1: 1d20 + 10 - 1 ⇒ (20) + 10 - 1 = 29 +1 circ bonus to everyone's first attack vs. #1 this round.
Devise a Stratagem: 1d20 ⇒ 12
Asta darts into the room. Spotting a likely opening, he moves around to the far side of the nearer babau in order to set up Yuturr with a flank, then strikes. "Now, right where my sword is pointing!"
+1 striking ghost touch sword cane (DaS), Known Weakness, frightened 1: 12 + 15 + 1 - 1 = 27
P damage: 2d6 + 1 ⇒ (3, 1) + 1 = 5
Strategic Strike: 2d6 ⇒ (2, 5) = 7
Reflex save, Detective's Readiness, frightened 1: 1d20 + 14 + 1 - 1 ⇒ (18) + 14 + 1 - 1 = 32
◆Stride, ◇DaS, ◆Stride, ◆Strike
Yuturr Unku |
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Yuturr feels the prickling sensation of fear rise in him, and he desperately tries to push it back down to take advantage of Asta's positioning, stepping in and then Skirmish Striking.
stabbity vs. flat-footed AC, frightened 2: 1d20 + 15 - 2 ⇒ (20) + 15 - 2 = 33
piercing: 2d6 ⇒ (4, 5) = 9
plus sneak attack: 2d6 ⇒ (3, 1) = 4
plus Deadly, if a crit: 1d8 ⇒ 5
DC 24 Refl save: 1d20 + 14 ⇒ (13) + 14 = 27 success
second stabbity vs. flat-footed AC, frightened 2: 1d20 + 15 - 2 - 4 ⇒ (20) + 15 - 2 - 4 = 29 w00t!
piercing: 2d6 ⇒ (2, 3) = 5
plus sneak attack: 2d6 ⇒ (4, 4) = 8
plus Deadly, if a crit: 1d8 ⇒ 5
DC 24 Refl save: 1d20 + 14 ⇒ (9) + 14 = 23 fail
Step, Skirmish Strike, Strike. 11 acid splash dmg. Frightened 2 down to frightened 1.
Fuchsia Madouc |
Fuchsia moves in and stabs with panache. She the parries.
She will attack #1 if it is still up, or #2 otherwise.
Striking Rapier, Confident Finisher: 1d20 + 15 ⇒ (16) + 15 = 31
P: 2d6 + 4 ⇒ (4, 3) + 4 = 11
Precision: 3d6 ⇒ (6, 1, 3) = 10
ref: 1d20 + 14 ⇒ (9) + 14 = 23
Striking Rapier: 1d20 + 15 ⇒ (18) + 15 = 33
P: 2d6 + 4 ⇒ (6, 3) + 4 = 13
Zarke |
Zarke fires off another electric arc before moving into melee
zot vs 1/2: 1d4 + 4 ⇒ (1) + 4 = 5
basic reflex DC 22
Zarke hops back on T'gon'l as they head into melee range.
GM Kate |
Asta moves in, remembering everything there is to know about babaus, like the fact they have spell-like abilities. He then stabs the babau and gets sprayed by acidic blood.
Yuturr moves in and takes advantage of Asta's flank to skewer the babau, twice!
The acidic spray is actually a reaction, so no damage to Yuturr!
The creature sways around as Fuchsia moves in to finish it off!
Zarke lets loose an electric arc.
Reflex save: 1d20 + 16 ⇒ (4) + 16 = 20
Initiative
Babau 1, -127
Fuchsia
Zarke
Jack
Asta
Yuturr, -30 hp
Babau 2, -12 hp
Jack Lily-White |
Action 1: Stride
Action 2-3: Ray of Frost
Jack moves a bit closer and lets loose a ray of frost at their foe.
Ray of Frost vs 2: 1d20 + 12 ⇒ (16) + 12 = 28
Damage (Cold): 3d4 + 4 ⇒ (2, 4, 1) + 4 = 11
GM Kate |
Jack tosses a ray of frost directly at the remaining babau!
The babau sees Asta standing next to the statue and growls. It stabs at him
longspear vs Asta, grievous wound: 1d20 + 17 ⇒ (4) + 17 = 21
ouch!: 1d8 + 7 + 2d6 ⇒ (3) + 7 + (4, 3) = 17 plus 1d6 ⇒ 2 evil plus frightened 2
Frustrated, it bites at Zarke.
jaws: 1d20 + 16 - 10 ⇒ (16) + 16 - 10 = 22
ouch!: 1d10 + 7 ⇒ (4) + 7 = 11 piercing plus 1d6 ⇒ 4 evil
Make a DC 24 Reflex save!
Crit Success
Success
Failure
Critical Failure
Initiative
Fuchsia
Zarke
Jack
Asta
Yuturr, -30 hp
Babau 2, -23 hp
Zarke |
T'gon'l growls and nips at the heels of the babau as Zark smashes it.
lizard intimidate: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
smashy face: 1d20 + 13 ⇒ (16) + 13 = 29
b damage: 2d12 + 4 ⇒ (10, 12) + 4 = 26
smashy face: 1d20 + 13 - 5 ⇒ (11) + 13 - 5 = 19
b damage: 2d12 + 4 ⇒ (10, 6) + 4 = 20
reflex: 1d20 + 12 ⇒ (1) + 12 = 13
Zarke sizzles very slightly.
Any time the foe attempts an action with the manipulate trait until the end of your next turn, it must attempt a DC 5 flat check. On a failure, the action is disrupted.
Command(Intimidate/Support), strike, strike
Fuchsia Madouc |
Tumble Through: 1d20 + 15 ⇒ (13) + 15 = 28
Confident Blarrrrgh: 1d20 ⇒ 1
Come and get your flank, Yutuur!
Tumble, Flail, Parry
Jack Lily-White |
Action 1: Guidance
Action 2-3: Ray of Frost
Jack invokes two spells, the first guiding his aim before the second unleashes another ray at the Babau!
Ray of Frost vs 2: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Damage (Cold): 3d4 + 4 ⇒ (4, 2, 1) + 4 = 11
Asta Odimmadu |
Religion to Recall Knowledge (Known Weakness): 1d20 + 10 ⇒ (5) + 10 = 15
Devise a Stratagem: 1d20 ⇒ 5
Asta grimaces as he can't find an opening, but steps in to position and attacks anyway to help hem the creature in.
+1 striking ghost touch sword cane (DaS) vs. flank: 5 + 15 = 20
P damage: 2d6 + 1 ⇒ (2, 2) + 1 = 5
Strategic Strike: 2d6 ⇒ (3, 5) = 8
+1 striking ghost touch sword cane vs flank, agile 2nd: 1d20 + 15 - 4 ⇒ (15) + 15 - 4 = 26
P damage: 2d6 + 1 ⇒ (5, 6) + 1 = 12
◇Devise a Stratagem, ◆Stride, ◆Strike, ◆Strike.
GM Kate |
Zarke smashes the demon in the face, but takes a face full of acid in return!
Fuchsia tumbles in while Jack misses with a ray of frost.
Asta's keen senses don't find an opening, but good fortune gives him the chance to scratch it from behind.
Initiative
Fuchsia
Zarke, -8 hp
Jack
Asta
Yuturr, -30 hp
Babau 2, -61 hp
Yuturr up!
Yuturr Unku |
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Sorry, all, my week got insanely busy and I realized I forgot to post in the Slack channel to explain it. I've got a few moments today, but will likely be AFK through Sunday due to my stepdaughter's wedding this weekend. Bot as needed this week, please.
Yuturr takes advantage of Fuchsia's bravery/foolhardiness, using Skirmish Strike to move into position.
stabbity vs. flat-footed AC, frightened 1: 1d20 + 15 - 1 ⇒ (14) + 15 - 1 = 28
piercing: 2d6 ⇒ (6, 6) = 12
plus sneak attack: 2d6 ⇒ (6, 4) = 10
plus Deadly, if a crit: 1d8 ⇒ 2
DC 24 Refl save: 1d20 + 14 - 1 ⇒ (7) + 14 - 1 = 20 fail, 8 acid
stabbity vs. flat-footed AC, frightened 1: 1d20 + 15 - 1 - 4 ⇒ (3) + 15 - 1 - 4 = 13
piercing: 2d6 ⇒ (1, 5) = 6
plus sneak attack: 2d6 ⇒ (2, 5) = 7
Yuturr then conjures up a disk of force for protection.
Skirmish Strike, Strike, verbal component for shield. Frightened 1 dissipates.
GM Kate |
No worries, and congratulations to your stepdaughter!
Yuturr moves in and stabs the babau once. Zarke got hit by the acid and it can only do that once per turn.
The babau Steps closer to the statue and stabs at Asta with a longspear, missing terribly.
longspear vs Asta, grievous wound: 1d20 + 17 ⇒ (3) + 17 = 20
ouch!: 1d8 + 7 + 2d6 ⇒ (2) + 7 + (6, 1) = 16 plus 1d6 ⇒ 3 evil plus frightened 2
Make a DC 24 Reflex save!
Crit Success
Success
Failure
Critical Failure
Initiative
Fuchsia
Zarke, -8 hp
Jack
Asta
Yuturr, -30 hp
Babau 2, -83 hp
Fuchsia Madouc |
Tumble: 1d20 + 15 ⇒ (17) + 15 = 32
Confident Finisher vs Flat-Footed: 1d20 + 15 ⇒ (15) + 15 = 30
P: 2d6 + 4 ⇒ (5, 6) + 4 = 15
Precision: 3d6 ⇒ (1, 1, 2) = 4
reflex: 1d20 + 14 ⇒ (2) + 14 = 16
Tumble: 1d20 + 15 ⇒ (17) + 15 = 32
Ad she shakes off the splash of acid, she waves Yutuur in as she ducks under the demon's tail.
Tumble, Finisher, Tumble
Character Turn Emulation Drone |
Botting Cat friend.
Yutuur steps into the opening Fuchsia left. Foolhardy or no, the duo are working well in tandem!
Skirmish Strike and stabbity vs. flat-footed AC: 1d20 + 15 ⇒ (8) + 15 = 23
piercing: 2d6 ⇒ (6, 1) = 7
sneak attack: 2d6 ⇒ (1, 5) = 6
stabbity vs. flat-footed AC: 1d20 + 15 - 5 ⇒ (8) + 15 - 5 = 18
piercing: 2d6 ⇒ (6, 2) = 8
sneak attack: 2d6 ⇒ (1, 1) = 2
Yuturr then conjures up a disk of force for protection.
Zarke |
Zarke hops back off and smashes with his hammer.
smashy vs FF: 1d20 + 13 ⇒ (12) + 13 = 25
b damage: 2d12 + 4 ⇒ (1, 1) + 4 = 6
T'gon'l steps up and tries for a snack as well.
jaws: 1d20 + 12 ⇒ (9) + 12 = 21
piercing: 2d8 + 4 ⇒ (1, 8) + 4 = 13
Jack Lily-White |
Action 1-2: Ray of Frost
Action 3: Shield
"You'd think it'd know it's surrounded and should give up," Jack muses aloud. Nonetheless, he continues to throw magic at the babau while also proteting himself.
Ray of Frost vs 2: 1d20 + 12 ⇒ (2) + 12 = 14
Damage (Cold): 3d4 + 4 ⇒ (2, 4, 2) + 4 = 12
Asta Odimmadu |
"Would you trust it if it did?"
Religion to Recall Knowledge (Known Weakness): 1d20 + 10 ⇒ (18) + 10 = 28
Devise a Stratagem: 1d20 ⇒ 4
"Hmph. Solid defenses, though."
+1 striking ghost touch sword cane vs. flank (Das): 4 + 15 = 19
P damage: 2d6 + 1 ⇒ (4, 3) + 1 = 8
Strategic Strike: 2d6 ⇒ (3, 3) = 6
+1 striking ghost touch sword cane vs. flank, agile 2nd: 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29
P damage: 2d6 + 1 ⇒ (4, 5) + 1 = 10
+1 striking ghost touch sword cane vs. flank, agile 3rd: 1d20 + 15 - 8 ⇒ (3) + 15 - 8 = 10
P damage: 2d6 + 1 ⇒ (3, 2) + 1 = 6
◇Devise a Stratagem, ◆Strike, ◆Strike, ◆Strike
GM Kate |
Everyone works together to bring down the babau!
While spending a few moments healing, you can examine the statue. You believe it is Cursebreaker, but it is wrapped in magical chains. The chains cross at the statue’s chest with a round iron plate 3 inches thick. The plate bears an indentation of a coiled serpent symbol, and a matching symbol is clearly designed to fit within the indentation.
You previously discovered a bronze Aspis badges in Tomil’s office, and you can see that this symbol is definitely the right one, but the bronze badges is too small to properly fit in the indentation.
The chains around Cursebreaker are further bolted to the floor with an enormous metal lock.
Thievery check to unbolt from the floor.
Asta Odimmadu |
With Yuturr AFK for the weekend, Asta will take first crack at the lock.
Asta examines the lock for a moment, then carefully lays out his tools and sets to work trying to pick it.
Thievery: 1d20 + 12 ⇒ (19) + 12 = 31
GM Kate |
Asta breaks the lock connecting the chains to the ground! Unfortunately, they are still wrapped around the statue. You'll have to find that symbol in order to free it.
You head into the room connecting to the hand collection.
This small, squalid prison has rows of manacles affixed to the stone walls to the east and west. Noisome gutters at the base of the walls channel waste into small floor drains. A bloody table rack sits in the center. Narrow doors with small grilled windows at eye level stand in the north and south walls. Several dried leaves are scattered across the floor.
There are a middle-aged ratfolk woman and a dark-haired orc man in chains. The orc growls, "Watch out, Dhira, there are more people here to torment us."
Dhira? That name sounds familiar.
Fuchsia Madouc |
Fuchsia's purple eyes burn with fury at the sight of imprisoned beings. It goes against everything her Azata heritage stands for! "No one will hurt you now; not with Fuchsia around. The ones who did are dead. Though, it might be fun to kill 'em again."
"We met someone — a couple of someones — who called your names, I think." She looks at the orc. "Are you Tavik or Wachira?"
"One of my friends here should be able to free you in a jiffy."
GM Kate |
The orc narrows his eyes at Fuchsia.
"Tavik. Wachira is dead. How do we know this isn't some kind of trick?"
You can Pick the Locks on the manacles with a Thievery check (DC 24, 4 successes) or bust them open with a single DC 32 Athletics check.
Asta Odimmadu |
"I'll give it a shot, though this is more Yuturr's specialty I think." Asta sets to work trying to pick the locks.
Thievery: 1d20 + 12 ⇒ (4) + 12 = 16
Thievery: 1d20 + 12 ⇒ (6) + 12 = 18
Thievery: 1d20 + 12 ⇒ (19) + 12 = 31
Thievery: 1d20 + 12 ⇒ (12) + 12 = 24
Thievery: 1d20 + 12 ⇒ (7) + 12 = 19
Thievery: 1d20 + 12 ⇒ (4) + 12 = 16
Thievery: 1d20 + 12 ⇒ (19) + 12 = 31
Thievery: 1d20 + 12 ⇒ (8) + 12 = 20
Thievery: 1d20 + 12 ⇒ (12) + 12 = 24
"There, that should do it." Got four successes before I got a crit fail, so I think that should do it.
Fuchsia Madouc |
"Tavik. Wachira is dead. How do we know this isn't some kind of trick?"
We met a couple really strong ghosts on the road here. They had rapiers like mine, see?" SHe twirls her weapon before sheathing it. "They were calling your names and moaning about creepy ghost-stuff that didn't make sense… like… 'Leave them alone' and 'We'll hold them off.' You know 'em?"
She shrugs. "If we were tricking you would we be letting you free? Maybe bringing you bad news too? You can go in the other room and see the bodies. Their dear leader… he had six fingers, but only half a brain."
Diplomacy if needed: 1d20 + 14 ⇒ (3) + 14 = 17
Zarke |
Zarke keeps watch for danger as his smarter and more charismatic associates deal with the prisoners.
GM Kate |
As Asta gets to work on the manacles, the ratfolk speaks, her voice creaking. "I suppose it's no suprise that they can't rest in peace. We were on an expedition to Mwangi holy sites. I wanted to see the sites for her own research, and Tavik here was hired as as muscle. Wachira was our scout, but he wasn’t nearly as skilled as he’d promised. After we had been good and thoroughly lost for days, we finally found an old road that Tavik knew would take us to Kibwe. Before we had taken it far, we met a human man with a few assistants and guards driving a wagon toward Xatramba with a big, chained statue. After assessing our misfortune, he gestured to his guards, who attacked them. The sisters were killed in combat, and after the rest of us surrendered, we were bound, blindfolded, and brought here. They took Wachira away and killed him. A sacrifice to their god, I think. We've just been waiting for them to do the same to us."
Jack Lily-White |
"Nine bloody Hells," is all Jack can say.
Meg walks over and places a comforting hand Tavik. Looking at them directly in the eyes, she then begins a mournful, wordless singing.
Yuturr Unku |
Yuturr listens intently, a lump forming in his throat -- he is so taken by the sad tale that he completely forgets to try and unlock the manacles. I...I am sorry for your loss, Dhira and Tavik. We all are, he says softly. Our only goal now is to free you, friends. We can show you the cultists who perished by our blades, if you wish, though I fear it will give you little comfort. Had Wachira any next of kin to inform of their passing?
GM Kate |
"Yes, I believe that was his name. I'm afraid we didn't know Wachira well."
Tavik seems to appreciate the song from Meg, and starts humming along.
At this point, this is a role-play scene, so let me know when you wish to continue along.
Fuchsia Madouc |
She'll show them the dead cult leader and explain what's happening. I think we're heading back to Kibwe after this. Would you care to come with? Perhaps, on the way back, we can visit the sisters and let them know you're okay. It might help them find peace.
GM Kate |
"Yes, we certainly don't want to risk the journey back on our own. Please, do you have any food and water?"
After you presumably give them some rations, you head into the next room and find a workroom.
This long, odd-shaped room has a few narrow tables to the east and shelves lining many walls. The shelves hold crates of supplies such as bolts of cloth, pieces of lumber, nails, dried reeds, and scraps of leather, and the tables bear tools like hammers and pliers.
One of the tables contains a half-finished book of thin metal plates strung together with wire and filled with startlingly gory pictures of Angazhan, depicted as a dinosaur with six claws on each limb, tearing all manner of creatures to ribbons. Each page contains an aphorism or short tale about Angazhan, such as “The strong who do not terrify the meek are themselves meek,” and “When Angazhan speaks, it is with a mighty roar that only the foolish and doomed fail to heed.”
Four cultists are working in here, and they immediately attack! You easily fend them off.
As you search the room, you find a fine spyglass, a runestone with a +1 armor rune, and a metal strongbox that contains several keys. You think these keys would have opened the manacles, but not the statue's chains. You'll have to keep searching.
Fuchsia: 1d20 + 10 ⇒ (12) + 10 = 22
Zarke: 1d20 + 14 ⇒ (15) + 14 = 29
Jack: 1d20 + 11 ⇒ (18) + 11 = 29
Asta: 1d20 + 12 ⇒ (13) + 12 = 25
Yuturr : 1d20 + 9 ⇒ (5) + 9 = 14
Zarke |
Zarke checks them over for any diseases or other ailments in addition to providing them food and water. Zarke will leave T'gon'l to cuddle and or oversee the safety of the escaped prisoners as they search the remaining rooms.
"Only a few more rooms to go I hope." muses Zarke outloud.
GM Kate |
This small room has doors to the east and west. Paintings of clawed, six-fingered hands rising from the floor adorn the north and south walls, as though they were cupping anything in this small room between them.
The door to the West is barred from the other side.
Athletics check to break the door down.
Fuchsia Madouc |
Finally. Something my speed.
She forms the any-tool into a crowbar and yanks it open. Or tries to.
Athletics (E): 1d20 + 14 ⇒ (10) + 14 = 24
Athletics (E): 1d20 + 14 ⇒ (3) + 14 = 17
Athletics (E): 1d20 + 14 ⇒ (15) + 14 = 29
Jack Lily-White |
Jack and Nutmeg follow the group and watch intently. Yanking a door open is not something either leshy is up for, but they're curious all the same.
GM Kate |
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The door gives way to Fuchsia's prodding! Behind it, there is a warren of small rooms, with more cultists inside. These ones take one look at you and go off running down the tunnel.
There is nothing of interest in their rooms.
You move on. A forge burns hot in the northeast corner of this room. It is surrounded by blackened iron tools of several kinds, all mismatched and plainly compiled from other collections. Shelves against the south wall contain several ingots and lumps of scrap metal, along with a few crude finished goods like nails and spear-heads.
A dino fiend is teaching a cultists how to use the forge. They attack! You are old hands at fighting ahvothians by now, so you easily take them down.
You find a large iron symbol of a twisting serpent!
You also find a suit of moonlit chain mail, still cooling from the forge. It will take about an hour before it can be handled, or you can cool it down faster with a DC 20 crafting check. Warning! Failure gives the armor the broken condition!