| DM Carbide |
[dice="Profession Butcher"]1d20+6 (which is mostly for flavor -....)
As it were.
Sylvester Solstar
|
@DM Carbide - See previous post. The delay on the posts on this board is really weird sometime. :)
Sylvester Solstar
|
Death by drowning/suffocation is usually only three rounds (once she fails her initial con check of DC 10 +1 per round spent drowning that she must make every round). She is unconscious and thus cannot hold her breath.
Instead of using a barrel someone can hold her nose down and someone else can shove a water skin full of water down her throat. Suffocating a helpless creature is generally not that hard. :)
| DM Carbide |
How much time do you want to spend on this, and where are you getting enough water to fill the barrel?
Sylvester Solstar
|
See above. But it will need to be someone with a bit more muscle than Sylvester. Maybe Red and Bullwhip?
In the meanwhile the frog will continue to coup de gras her into the massive negative numbers.
| DM Carbide |
What with one thing and another, the party manages to do in the persistent creature. Possibly by tossing bits of it into the basilisk cage....
Where to now?
Merida Bowie
|
"Well, that went better than I thought."
The fighter wipes the sweat off her forehead and looks at her comrades.
"Bullwhip, you're literally a bloody mess. You could use some healing. I need some as well - and so does the Reverend."
Where to now?
After getting fully healed - a wand of CLW is provided - Merida checks if the creature has interesting stuff.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Maybe it has a ring of regeneration? ;-)
We should also check the room where we found the creature.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 Yay, max heal! :-)
Seebonickk Core character
|
"Well, that went better than I thought."
The fighter wipes the sweat off her forehead and looks at her comrades.
"Bullwhip, you're literally a bloody mess. You could use some healing. I need some as well - and so does the Reverend."
"I'm okay. Bullwhip hopefully you're OK too."
Sylvester Solstar
|
Sylvester would be remiss if he did not casually search for treasure in the creature's room and on the creature.
19 Perception on a take 10.
He notices that Merida is searching as well.
"Good instincts."
The gnome casts Detect Magic as well for good measure and gives the room a good scan.
| DM Carbide |
There is nothing on the body.
As noted before, there are three people in the room. All three are unconscious, and each clutches a silver seven-pointed star symbol that matches the marks that the creature was carving into their backs. Also in the room are some very high-quality surgical tools.
The Red Reverend
|
Red will help patch everyone up and explain how to make the wands work (be a cleric).
He is quite interested in the surgical tools.
| DM Carbide |
The tools look like they're worth a lot.
Sylvester Solstar
|
Sylvester nods to Red.
"Alright, take all of the stuff. We can sell it when we get back."
He thinks for a moment.
"Maybe we should tie one down and revive them? If they are being tortured by this creature they might not belong to this crazy cult. Although they might also be cultist that want this done to them."
The gnome seems oddly indecisive.
"What do you think people. Is it worth taking the risk?"
| DM Carbide |
If it helps, none of them are secured in any way.
Bullwhip
|
Red will help patch everyone up and explain how to make the wands work (be a cleric).
He is quite interested in the surgical tools.
Bullwhip pulls his magical backscratcher out and hands it to the cleric to reach that one spot he can never get to.
backscratcher of clw: 7d8 + 7 ⇒ (7, 8, 1, 5, 4, 3, 2) + 7 = 37
Sylvester Solstar
|
Sylvester gives everyone (who wants it) a mystical cleaning. He spends a little extra time on Bullwhip who probably needs it the most.
"So. Is anyone curious about who these people may be?"
In the meanwhile the giant frog chews down on a piece of Kyton flesh. Now that the creature is no longer regenerating the supply of evil outsider snack food is not endless.
Corenthiir
|
"Obviously they're cultists. Perhaps there's a way to get them out of their stupor and try to have a conversation with them."
| DM Carbide |
Still waiting to see what people want to do.
Sylvester Solstar
|
Sylvester nods to Corey on top of Shaggy. He sees no point in conversing with the cultists.
"Alright then. I think we should move on for now. Perhaps check out the rest of the rooms. The room at the end of the hall seems like a good place to start."
I have added a red arrow to the map and it seems to be potentially the last room on this level to explore and loot. :)
| DM Carbide |
As with most of the doorways in this part of the complex, it's closed with a simple curtain. Seebonickk finds no traps on it.
There's an anteroom past the curtain with another curtained doorway on its east wall. The wide room behind that looks like a barracks, with several bunk beds and chests. Each chest is marked with a different rune. A heavy iron pipe runs along the entire south wall at a height of about four feet, disappearing into the eastern and western walls. A pungent smell fills the air, getting stronger as one approaches an alcove to the east.
Sylvester Solstar
|
Sylvester casts Detect Magic to see if the runes on the chests are magical in nature.
| DM Carbide |
It's not clear whether the source is the runes, but every chest has a magical aura.
Corenthiir
|
"Where are all of the cultists that supposedly live here? We haven't run into a single one. Well, except the ones getting sliced open on the tables in the other room. But, still. Where are they? Anyway, while you inspect the chests, I'm going to see where this pipe leads to."
Corey heads to the eastern alcove and peeks in.
| DM Carbide |
The alcove is apparently being used as a washroom. There's a table with four large ceramic basins, each able to hold about eight gallons. The end of the pipe juts into the alcove; it's capped with a spigot positioned over a large barrel. The spigot apparently leaks a little--there's foul water dribbling from it into the barrel, which is ringed with dried flowers in a token attempt to mask the smell. The water, incidentally, smells rather like Riddleport's harbor, which may give some clue as to its source.
Near the barrel, a wand hangs from a hook underneath a note that reads, Conserve charges! Use on full basins only!
The Red Reverend
|
Red has a suspicion what these are, but checks anyway.
Spellcraft: 1d20 + 4 ⇒ (13) + 4 = 17
| DM Carbide |
Red, are you checking the chests or the wand?
Corenthiir
|
"Conserve charges? What do they mean by that? Must be a wand of fresh summer breeze."
Corey inspects the wand, puzzled about the note.
Spellcraft: 1d20 + 8 ⇒ (16) + 8 = 24
| DM Carbide |
Corey, see the spoiler above for the wand.
Corenthiir
|
"Hey, hey!"
Corey calls out to his friends.
"Look what I found! A wand of purify food and drink with most of its charges. We'll have to make sure to bring this when we have meals at the Grand Lodge's cafeteria. You don't want to know how many times I've gotten so extremely ill from that food and was in the outhouse for hours."
He sticks his finger in his open mouth and makes gagging sounds.
He turns to the putrid washbasin barrel. He turns the spigot handle to cause more water to pour out.
"There. If we let this continue to pour out, it should flood the area quite a bit and cause one hell of a mess."
After getting a good whiff of the water, he pinches his nose shut.
"Woo! It stinks, too!"
The Red Reverend
|
Red was checking then wand, and it was exactly what he thought.
Sylvester Solstar
|
Sylvester and Shaggy stand back quite a distance and then attempt to identify the magical auras around the chest with detect magic.
Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11
| DM Carbide |
The aura completely baffles the sorcerer.
Corenthiir
|
Corey takes a try at identifying the magic aura on the chests.
Spellcraft: 1d20 + 8 ⇒ (1) + 8 = 9
"Ah. Artifact level evil necromantic aura. I'd stay away if I were you."
Sylvester Solstar
|
Sylvester chuckles as Corey struggles to identify the magic as well.
"Ha, not likely."
"Seebonnick, would you like to look for traps, magical or otherwise on the chests? You did such an excellent job in the hallway."
He shrugs.
"It might just be an alarm spell on each of the chests for all we know. That is what I would put on mine."
This is why I typically play Wizards. They actually know something. These Bards and Sorcerers go about life just faking it. :)
Seebonickk Core character
|
"Seebonnick, would you like to look for traps, magical or otherwise on the chests? You did such an excellent job in the hallway."He shrugs.
"It might just be an alarm spell on each of the chests for all we know. That is what I would put on mine."
"Sure!"
The gnome checks the locks and chest.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
| DM Carbide |
Seebonickk finds no traps on one chest.
Merida Bowie
|
Merida looks to the Reverend.
"Do you have any idea what that magic might be? Silvester seems to have no clue... and I really doubt that there are evil artefacts in each of these chests."
| DM Carbide |
Although the smell isn't very pleasant, even with the spigot all the way open the water flow isn't that fast.
The Red Reverend
|
Spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20
Red peers at the boxes with detect magic.
"I can fill up the barrels faster, but Merida might want to leave the room first."
Corenthiir
|
Merida looks to the Reverend.
"Do you have any idea what that magic might be? Silvester seems to have no clue... and I really doubt that there are evil artefacts in each of these chests."
"Of course there are no evil artifacts in the chests, Merida. It's the chests themselves that are radiating an aura with the strength of an evil artifact. At least that's what I detected."
| DM Carbide |
The Reverend is likewise unable to determine the nature of the magic on the chests.
Sylvester Solstar
|
"Alright, let us come back here on the way out. If these chest have some sort of alarm on them then I want to trigger them right before leaving and not before."
Seebonickk Core character
|
"Alright, let us come back here on the way out. If these chest have some sort of alarm on them then I want to trigger them right before leaving and not before."
"Sounds good!"
Seebonickk stows his lockpicks.
Merida Bowie
|
"Well, maybe your detection needs some calibrating, Corey...", Merida says with a wink. She then turns to Sylvester and adds: "Works for me. But we definitely need to come back. My curiosity will kill me if I don't get to know what's in there!"
Merida stows her wand and draws an arrow again.
"So, where to now? Shall we have a look at the remaining door?"
I moved Merida's token towards the northern double-doors.
| DM Carbide |
Like most of the doors in the complex, the double "doors" are actually curtains. From her position, Merida can see that the shipping box on the table holds a number of what look like wooden dolls.
Rev, now that Merida has left the room, was there something you wanted to do to increase the water flow?
The Red Reverend
|
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No, it would take too long to get out of and back into my armor.
Corenthiir
|
Can Corey do anything to make the water pour out faster? A good kick to the pipe to loosen a seal or crack the pipe somewhere?
| DM Carbide |
Corey, you figure you're not quite strong enough to do it by main force, but Bullwhip or the Reverend might be. Also, a little engineering knowledge or use of disable device might do the trick.
Merida Bowie
|
Corey, you figure you're not quite strong enough to do it by main force, but Bullwhip or the Reverend might be. Also, a little engineering knowledge or use of disable device might do the trick.
Did someone say 'engineering'? :-D Maybe you should go and get Merida back into the room... ;-)