Tusk Two-Blade |
The northwest stairs has no door, secret or otherwise, to block. We are headed down the stairs to the northeast which does have a secret door and ignoring the shaft to the north that does have a secret door. So I guess we block off the secret door to the north and, after passing through it, the one to the northeast.
GM Valen |
Following the steps down, the party finds the stairway choked with shattered dwarven sculptures, which can be climbed over. The steps lead to a hallway that takes a bend before ending in another room.
Room now revealed on Map on Slides.
The room’s stone tables with dozens of ceramic pots, each filled with smelly fungal concoctions. The smell of such mixtures is potentially nauseating.
Each PC entering the room must attempt a Fortitude save DC 10 or be nauseated.
There is an exit to the northwest, a door to the northeast, and a door to the southeast.
Which direction, Pathfinders?
Sarzuket Thicketbotter |
Fort DC 10: 1d20 + 7 ⇒ (17) + 7 = 24
Sarz puts his ear to the southeast door.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
He then proceeds to open the door.
Tusk Two-Blade |
Tusk joins Sarz at the door...
fort st: 1d20 + 7 ⇒ (9) + 7 = 16
... having only a little displeasure at the smell.
Sarzuket Thicketbotter |
"There: let me cast a spell of protection on you, in case we need to fight someone else in this blasted dungeon!"
Sarz wiggles his fingers and utters a short prayer, then touches Tusk's armor.
Casting shield of faith on Tusk; +2 deflection bonus to AC for the next 4min.
Buffs: bless still active on everyone; protection from evil and bull's strength still active on Korum; shield of faith now active on Tusk
Ashtoret |
Fort: 1d20 + 3 ⇒ (4) + 3 = 7
Ashtoret runs back out with her hands over her mouth.
Tusk Two-Blade |
"Huh? A protection spell?"
Tusk pokes his arm violently and, indeed, he does feel a little resistance and his eyes widen.
Then he takes out a hunk of cheese and tries to pop it in his mouth and in it goes without resistance.
"I guess it's working. Weird. Though how does the spell know the difference between a poke and a hunk of cheese?"
tag line updated.
Merisiel the Pregen |
fort: 1d20 + 4 ⇒ (13) + 4 = 17
That's disgusting! I might need a restoration spell cast on my nose after this... Meri says as she ties a cloth around her face in a likely futile attempt to filter out the stench.
following the group..on phone..can someone move me in please? ty!
GM Valen |
He then proceeds to open the door.
The gnome finds only a putrefied pantry beyond the door with fungus growing over other fungus.
There remains an exit to the northwest and a door to the northeast.
Tusk Two-Blade |
We are in area 5 and north is to the right, correct (judging by the arrow at the bottom of the map)? If so there is a door to the north and one to the east, and the exit to the southwest, correct?
Tusk cannot resist a closed door and heads immediately to the door and... waits, motioning to the Elf, though it quite obviously takes some restraint on his part and he fidgets as he waits for her.
Goldur Twinthunders |
Fort: 1d20 + 3 ⇒ (20) + 3 = 23
Goldur is not the least bit bothered by this stench, though it does make him wrinkle his nose. "Many a dwarf has eaten his share of mushrooms, but... these can stay right where they are. Anything of value in here?"
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
GM Valen |
We are in area 5 and north is to the right, correct (judging by the arrow at the bottom of the map)? If so there is a door to the north and one to the east, and the exit to the southwest, correct?
You are in area 5. The compass rose places north in the upper right hand corner. The exit to the southwest is the way you came (it heads upstairs).
Tusk cannot resist a closed door and heads immediately to the door and... waits, motioning to the Elf, though it quite obviously takes some restraint on his part and he fidgets as he waits for her.
After Sarzuket opened the door to the pantry, only one door remains within unopened the room.
I have moved Tusk's token to the remaining closed door in the room.
"Anything of value in here?"
Goldur finds nothing of value.
Tusk Two-Blade |
You are in area 5. The compass rose places north in the upper right hand corner. The exit to the southwest is the way you came (it heads upstairs).
Aha! so it does. Checking out the previous map reveals the true compass (hidden on the current map.
Tusk will open the door with no more ado.
Sarzuket Thicketbotter |
Sarzuket detects magic in the fungus room, not really willing to go digging for gold unless it's some kind of magical gold...
GM Valen |
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Tusk will open the door with no more ado.
The door opens to a short, dark passage, which ends in another stone door.
Sarzuket detects magic in the fungus room, not really willing to go digging for gold unless it's some kind of magical gold...
The gnome detect gno magic in either the messy mess or the putrid pantry.
GM Valen |
What kind of magic did you find? If you can narrow down where it is I could go find it... Meri offers, trying to not bring up her lunch.
No magic auras are found in this room beyond those from items within the possession of party members.
I realize the login for the boards have caused some delay and that other factors may also be at play, but I'd like to keep us moving. There are a few areas left for the party to explore. I have placed the complete lower floor map on the Slides indicating the areas left to explore with the letters "A", "B", and "C".
Choose a letter, Pathfinders. Alternatively, I suppose, the party could choose to head back to the Venture-Captain.
Sarzuket Thicketbotter |
A, B, C sounds like the good order to me...
GM Valen |
Following the passage to the northwest, the party returns to the corridor they had entered sometime before. Here, a nauseating wonderland of giant fungi continues to fill the hallway and foul-smelling mold obscures the walls’ carved adornments. A narrow footpath winding among the towering mushrooms, is made evident under the unwholesome blue glow of mold.
The unopened door is passed in a short amount of time, revealing a sizable chamber filled with dusty pews and an altar that appears to be an enormous floor-to-ceiling warhammer sitting on its head, handle up.
the sanctum, likely convinced that it held some deadly trap.
Room revealed adn location of party now updated on Map.
Will give a day for any response to his post, then will move on to area "B".
Sarzuket Thicketbotter |
Religion: 1d20 + 5 ⇒ (15) + 5 = 20
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
"Altar to Torag, I believe. Other than that, there's nothing here. Let's leave this sacred place alone..."
Tusk Two-Blade |
Tusk does his typically cursory search, though he does seem interested in the alter and gives it more than his usual attention. He's heard of the god and it has his respect. For the heck of it he leaves a cold iron arrow on the altar.
perception: 1d20 + 1 ⇒ (14) + 1 = 15
Ashtoret |
Ashtoret nods at the comment about Torag, casts the detection of magic, looks around and shrugs her shoulders melancholically.
Goldur Twinthunders |
Knowledge (religion), take 10: 10 + 8 = 18
”And a proper shrine it is,” Goldur adds with satisfaction. ”I'm happy they didn’t defile the place.” He says a silent prayer to the dwarven god.
Merisiel the Pregen |
It is refreshing to see a holy site not defiled...I'm not deeply religious, but there is something wrong with that concept. I mean...why anger the gods...they can just send someone to smite you...
GM Valen |
The party next heads down a passage that they had just barely glanced down before.
Beyond a curtain of sticky yellow filaments, the corridor opens to reveal a bizarre chamber. Glowing fungi bathe the chamber in dim blue light, revealing dozens of incomprehensible devices and texts heaped atop tables and shelves.
Half torture chamber, half alchemical laboratory, one table holds the dissected remains of a mountain goat, surrounded by blood-spattered parchments covered in cryptic notes and drawings.
Strange wires project from the goat’s remains, connected to odd-looking metallic boxes.
What clearly was once a library and living chambers has become a macabre laboratory and overgrown fungal garden. Incomprehensible surgical tools lie scattered about.
A pair of pale, blue humanoids with bulging white eyes and wild hair stand here. One (blue) clutches a large jar of humanoid brains preserved in alcohol. The other (yellow) aids in what looks like the performance of some horrid experiment beneath the eerie blue light of a brain mold.
A third humanoid (red) with greenish skin and tusks stands near their side, a blank look on its face.
Images of the trio now on Slides.
Perception, Sarzuket: 1d20 + 6 ⇒ (20) + 6 = 26
Perception, Tusk: 1d20 + 1 ⇒ (2) + 1 = 3
Perception, Korum: 1d20 + 6 ⇒ (5) + 6 = 11
Perception, Ashtoret: 1d20 - 1 ⇒ (16) - 1 = 15
Perception, Merisiel: 1d20 + 10 ⇒ (2) + 10 = 12
Perception, Goldur: 1d20 + 10 ⇒ (15) + 10 = 25
Perception, Blue: 1d20 + 0 ⇒ (8) + 0 = 8
Perception, Red: 1d20 - 1 ⇒ (16) - 1 = 15
Perception, Yellow: 1d20 + 0 ⇒ (2) + 0 = 2
Initiative, Sarzuket: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative, Tusk: 1d20 + 4 ⇒ (5) + 4 = 9
Initiative, Korum: 1d20 + 5 ⇒ (11) + 5 = 16
Initiative, Ashtoret: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative, Merisiel: 1d20 + 6 ⇒ (8) + 6 = 14
Initiative, Goldur: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative, Blue: 1d20 + 6 ⇒ (13) + 6 = 19
Initiative, Red: 1d20 + 0 ⇒ (16) + 0 = 16
Initiative, Yellow: 1d20 + 6 ⇒ (10) + 6 = 16
MEETING IN THE MACABRE LABRATORY! - Surprise Round Begins!
PCs in bold may take a single move or standard action
Humanoid (blue)
Ashtoret
Humanoid (yellow)
Korum
Humanoid (red)
Goldur
Merisiel
Sarzuket
Tusk
Sarzuket Thicketbotter |
@GM: The following assumes Goldur goes first and activates Inspire Courage; if this does not happen, reduce both the attack roll and damage roll by one; thanks!
Sarzuket rounds the corner and tries to zap the big guy with red pants.
Lightning Arc, Ranged Touch, Bless, IC: 1d20 + 7 + 1 + 1 ⇒ (18) + 7 + 1 + 1 = 27 vs. Touch AC
electricity dmg, IC: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Buffs from Sarzuket: bless still active on everyone; protection from evil and bull's strength still active on Korum; shield of faith now active on Tusk
GM Valen |
Sarzuket rounds the corner and tries to zap the big guy with red pants.
Buffs from Sarzuket: bless still active on everyone; protection from evil and bull's strength still active on Korum; shield of faith now active on Tusk
Unfortunately, this is the surprise round, so I don't think Sarzuket can both move and zap. Do you want to keep the move or the zap?
MEETING IN THE MACABRE LABRATORY! - Surprise Round Begins!
PCs in bold may take a single move or standard action
Humanoid (blue)
Ashtoret
Humanoid (yellow)
Korum
Humanoid (red)
Goldur
Merisiel
Sarzuket
Tusk
Sarzuket Thicketbotter |
Out of range if I don't move; Sarz casts Guidance on Korum instead; thx!
Buffs from Sarzuket: bless still active on everyone; guidance, protection from evil and bull's strength still active on Korum; shield of faith now active on Tusk
Goldur Twinthunders |
"Now, I'm sure there's an easier way to do this..."
Inspire Courage! +1 to attack/damage/save vs fear.
GM Valen |
As the Pathfinders begin approaching and announce their presence, one of the humanoids shakes his head and touches the lab table.
The surrounding area is instantly plunged into darkness.
Area affected by darkness now indicated on Map with black-dotted circle.
The remainder of this area is lit only by what the PCs have as light sources.
MEETING IN THE MACABRE LABRATORY! - First Full Round Begins!
PCs in bold may act
Party Buffs: bless, inspire courage
Humanoid (blue)
Ashtoret
Humanoid (yellow)
Korum (bull's strength, guidance,
protection from evil)
Humanoid (red)
Goldur
Merisiel
Sarzuket
Tusk (shield of faith)
Ashtoret |
Ashtoreth squints and touches the unholy symbol on her neck...
Ready action - cast last Blindness (Fort 17) vs first enemy she will see.
GM Valen |
From within the darkness, one of the humanoids approaches, drawing its crossbow, and fires at the nearest Pathfinder.
Ranged (repeating light crossbow) v Merisiel: 1d20 + 5 ⇒ (4) + 5 = 9
The bolt flies harmlessly.
MEETING IN THE MACABRE LABRATORY! - First Full Round Cont'd!
PCs in bold may act
Party Buffs: bless, inspire courage
Humanoid (blue)
Ashtoret (readied action)
Humanoid (yellow)
Korum (bull's strength, guidance, protection from evil)
Humanoid (red)
Goldur
Merisiel
Sarzuket
Tusk (shield of faith)
Korum of the Silver Eyed Wolf |
Korum bulls forward towards the source of the shooting and swings his ax in a wide Arc.
Ax of Death!: 1d20 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15
Miss? 1-50: 1d100 ⇒ 100 (HIT!)
Damage: 1d12 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Sarzuket Thicketbotter |
@GM: Korum adds another +2 to atk and +3 to dmg due to Bull's Strength
GM Valen |
Korum bulls forward towards the source of the shooting and swings his ax in a wide Arc.
Update position of Korum's token.
With the magical boost to his strength, Korum sinks his axe into the humanoid creature (yellow)!
Upon spying the half-orc making an attack, the creature with grayish-green skin (red) charges at Korum with his falchion!
Melee (falchion) w/charge: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Damage (S): 2d4 + 4 ⇒ (1, 2) + 4 = 7
The blade magically deflects off of Korum!
MEETING IN THE MACABRE LABRATORY! - First Full Round Cont'd!
PCs in bold may act
Party Buffs: bless, inspire courage
Humanoid (blue)
Ashtoret (readied action)
Humanoid (yellow) -11 HP
Korum (bull's strength, protection from evil)
Humanoid (red) (-2 AC due to charge)
Goldur
Merisiel
Sarzuket
Tusk (shield of faith)
Sarzuket Thicketbotter |
Sarzuket rounds the corner and tries to zap the creature with a blue vest.
@GM: let me know if I need fresh rolls or if you're ok with previous roll above, i.e. 27 touch AC and 10 electrical dmg; thx
Tusk Two-Blade |
Tusk makes his way past Sarz (path shown as a grey scribble) and into a flank with Korum then takes a mighty two handed swing at red.
Goldur Twinthunders |
Goldur continues his performance but can do little else to counter the utter blackness.
Inspire Courage! Also, someone please move me into the room.
GM Valen |
Meri darts forward and jabs her rapier at the wounded creature.
The elf's blade plunges only into darkness.
Sarzuket rounds the corner and tries to zap the creature with a blue vest.
@GM: let me know if I need fresh rolls or if you're ok with previous roll above, i.e. 27 touch AC and 10 electrical dmg; thx
I am fine with you keeping it.
The wild hair of the pale blue humanoid becomes all the more wild and begins to emit an odor akin to ozone.
Tusk makes his way past Sarz (path shown as a grey scribble) and into a flank with Korum then takes a mighty two handed swing at red.
The creature takes a mighty gash that drops him to the ground and reduces his likely lifespan to seconds.
Goldur continues his performance but can do little else to counter the utter blackness.
Inspire Courage! Also, someone please move me into the room.
Moved
The zapped humanoid (blue) takes hold of an aklys and prepares to flank Tusk.
However, Ashtoret was prepared and, upon spying the creature, casts blindness!
Humanoid (blue), Will save: 1d20 + 6 ⇒ (16) + 6 = 22
Shaking off the effect of the spell, he attempts to clobber Tusk from behind.
Humanoid (blue), melee (aklys): 1d20 + 5 ⇒ (12) + 5 = 17
Damage (B) w/sneak: 1d6 + 1d6 ⇒ (6) + (6) = 12
The weapon merely clangs against the half-orc's armor.
MEETING IN THE MACABRE LABRATORY! - Second Round Begins!
PCs in bold may act
Party Buffs: bless, inspire courage
Humanoid (blue) -10 HP
Ashtoret
Humanoid (yellow) -11 HP
Korum (bull's strength, protection from evil)
Humanoid (red) -15
Goldur
Merisiel
Sarzuket
Tusk (shield of faith)
Ashtoret |
Hmmm... let's try another way!
She comes up from behind and softly whispers "turn around", simultaneously releasing colored splashes from her folded hands.
Color Spay DC15 Will vs Blue
GM Valen |
Hmmm... let's try another way!
She comes up from behind and softly whispers "turn around", simultaneously releasing colored splashes from her folded hands.
Color Spay DC15 Will vs Blue
Humanoid (blue), Will save: 1d20 + 6 ⇒ (18) + 6 = 24
The other humanoid (yellow) draws his own aklys and strikes at the half-orc.
Humanoid (yellow), melee (aklys) w/flank: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage (B) w/sneak: 1d6 + 1d6 ⇒ (3) + (3) = 6
MEETING IN THE MACABRE LABRATORY! - Second Round Cont'd!
PCs in bold may act
Party Buffs: bless, inspire courage
Humanoid (blue) -10 HP
Ashtoret
Humanoid (yellow) -11 HP
Korum (bull's strength, protection from evil)
Goldur
Merisiel
Sarzuket
Tusk -6 HP (shield of faith)
Sarzuket Thicketbotter |
Sarzuket fires another bolt at the blue-vested foe!
Lightning Arc, Ranged Touch, Bless, IC: 1d20 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15 vs. Touch AC
electricity dmg, IC: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Buffs from Sarzuket: bless still active on everyone; protection from evil and bull's strength still active on Korum; shield of faith now active on Tusk