Bilos Nizhnyy |
Reflex Save: 1d20 + 3 ⇒ (13) + 3 = 16
"I've had colder beers than that at an elf tavern!"
Freed from the need to deal slashing damage, Bilos goes back to his usual plan. This time, instead of ruble, he picks a flask from the alchemist's lab to mentally hurl.
Telekinteic Projectile: 1d20 + 4 ⇒ (16) + 4 = 20
Bludgeoning Damage: 1d6 ⇒ 6
Ser Xev Grimhammer |
Fortitude Save: 1d20 + 4 ⇒ (9) + 4 = 13
Xev drags himself closer to the scientist. "You won't go down in history like me, you will just go down!"
GM TOP |
Ander drills the a&%%%+@ with another cacophonous report of his firearm. Quite a useful weapon, that thing.
Dran grins ear to ear as he steps around the corner and shoved his sword into the evil a$@#@#&’s guts.
Said heavily mentioned jerkbutt a$%%#&& gurgles and tries to speak, but his lungs have been punctured and he collapses to the ground.
Current Status
Scientist (-30 HP, gurgling up blood)
Bilos (-2
Ander
Xev (-12 HP, Fort Save)
Grunigon
Dran (Divine Favor)
Halali (-2, Prot Evil)
Kaztor (-11)
Out of combat! Some good rolls on both sides, but definitely better damage rolls from the delver’s (plus healing).
Grunigon Durinslag |
Grunigon moves up to find his dagger. Noticing the spear wound on Kaztor he reaches out. "That looks like it would hurt. Let me help a little?"
Use Healing Hex on Kaztor. CLW: 1d8 + 2 ⇒ (5) + 2 = 7
Ander Therinor |
Are we sure he's dead? I ain't taking any chances...no telling if he can come back from the dead...like his critters... Ander says as he deliberately loads a round and delivers a coup de grace, ensuring the scientist won't get back up...either alive or dead.
Better safe than sorry, right?
GM TOP |
If anyone wishes to not finish this dude off, you have two rounds to make your case before Ander puts his very deadly bullet through the necromancer’s head.
Dran Stoneheart |
Now hold for a second there Ander. I cannot condone raisin up the dead like this man did. So he should answer for that. But we came into his home and while some of us tried to talk at least one of us brandished a weapon Dran glances over at Grunigon before he attacked us. Now it's possible that he knows something that could help us with our mission. He is getting bodies to animate from somewhere. He has to get food and supplies here from somewhere, right? So he must know of another way in that the priests do not know. That is where I was goin with I tried to speak with him. Dran looks around at his fellows to see if he has support.
OOC I think he was gonna attack us for just bugging him, and besides he needs more bodies, right? But I also think, if we can get him to talk he might have clues.
Bilos Nizhnyy |
*whistles in the corner not talking about all his dead friends*
Kaztor Firebeard |
Kaz thanks grungy for the healing magic. ”Much better! Thank you my friend!”
He also speaks up against murdering the necromancer. ”Hes evil, of course, but I’d rather see him serve hard time for the crimes he’s committed. Finishing him off quickly seems too easy. He’ll have plenty of time to reflect on his crimes once he’s found guilty. But, also, he could tell us all about what’s going on down here. And keep us from blundering into traps.”
Grunigon Durinslag |
Grunigon checks the enemy to see if he is still alive.... "If we want him alive how about I secure his hands so he can't throw more bombs, then use my healing hex to heal him a little. Once a day per person, so.... ??"
Unless someone disagrees, tie his hands and use the hex. CLW: 1d8 + 2 ⇒ (4) + 2 = 6
Bilos Nizhnyy |
Bilos will check him for anything magical or alchemical before tying him up.
Dran Stoneheart |
And I'll not clean his guts off me sword quite yet. Might encourage him to talk. Dran says with a smile.
GM TOP |
Bilos quickly divulges him of weapons, valuables and alchemical items. Then he is tied up and healed. Stirring no awake he looks at his bonds and screams, ”Let me go!!!”
GM TOP |
Items found: potions of cure light wounds (2), potions of enlarge person (2), wand of command undead (13 charges), acid (2), alchemist’s fire (2), smokesticks (2), tanglefoot bag, thunderstones (2); masterwork studded leather, +1 spear, alchemist’s kit*, masterwork embalming tools, formula book, thieves’ tools, 83 gp.
Dran Stoneheart |
Now this his how its gonna go. Dran explains as he leans on his bloody greatsword. We are gonna ask you questions and you are gonna answer. Cooperate and we can talk about when you might get untied. Choose not to cooperate and, well, if you are not useful, why would we ever untie you?
Diplomacy: 1d20 + 3 ⇒ (15) + 3 = 18
Let's start easy. How long have you lived down here?
Kaztor Firebeard |
”How have you survived down here? I don’t see anywhere to cook breakfast so how have you gotten supplies?”
Halali Skyseeker |
"There's a spiral stair just around the corner. Where's that go to?"
Halali joins the questioning.
Grunigon Durinslag |
Grunigon splits his attention between the prisoner and the destroyed undead monsters. He considers his Patron and wonders if She would want this monster alive.
No questions from Grunigon....
GM TOP |
He seems to not be impressed at all with Dran’s diplo-intimidation. But listens to the questions.
The alchemist strains against the bonds and tries to stand, ”Oh sure. Happy to help. Just let me stand up and walk, I’ll show you where the stairs go and answer all your questions.”
Bilos Nizhnyy |
Sense Motive DC 7: 1d20 + 8 ⇒ (10) + 8 = 18
"Sure thing. Next you're going to tell us you've got a philosopher's stone in there."
Ser Xev Grimhammer |
Xev turns incorporeal and walks through the alchemist. It feels creepy, but is otherwise harmless.
Ander Therinor |
This guy is as useful as a bucket full of holes. He ain't gonna help us. Maybe leave him tied up and we turn him over to the Pharasmans? I'm sure they can get him to spill his guts... Ander says as he nonchalantly grabs a piece of jerky from his pouch and starts gnawing on it.
Anyone want some? He offers the others.
Not you, mutt... he points to the alchemist.
GM TOP |
”Oh? You want a philosopher’s stone? I keep those in my other room. Just let me go and I’ll get you a couple.”
It is definitely a lie.
What do you want to do with your prisoner?
Kaztor Firebeard |
”Tie him up. We will pick him up as we leave this place. Then let the authorities deal with him and all his crimes…”
Dran Stoneheart |
Can you guess what Pharisma's priests want to do with someone who is animating the dead? Dran asks the alchemist as he adds another set or ropes to secure the man.
What can we do to make sure this guy cannot escape? In a world with healing magic is breaking wrists really evil? And is there some room that is better to leave him in other than his home?
GM TOP |
I would think torture, regardless of the existence of healing, would be strongly frowned upon by any good aligned character. That said, if escape is a major concern (and it probably should be if leaving him alone), may I suggest unconsciousness as an added way of keeping him from attempting such things?
He replies with a sneer, ”Obviously kill me. They kicked my ass outta the order for just researching how to raise the dead. So you might as well get it over with. Unless you don’t want the blood on your pretty little hands.”
Halali Skyseeker |
"Making zombies."
<Punch>
"Is not."
<Punch>
"Raising the dead!"
<Punch>
"But I like that you noticed my hands" Halali tells the unconscious hunchback.
"We've got his gear, we've got his spellbook. We can leave him tied to the foot of the stairs as long as we're back inside an hour or so, but one of you boys is going to have to heft his sorry arse up top. Ugh."
Grunigon Durinslag |
"Don't forget the gag. Some spells only need words."
Grunigon considers leaving him with a slow bleeding wound. Magdh wouldn't punish him for that.... But then shrugs and leaves the evil bastard alone.
Check the next door? Perception to check for traps?: 1d20 + 9 ⇒ (18) + 9 = 27
Ander Therinor |
Ha! I like her way of dealing with his mutt. Ander says with a puff of smoke as he helps the others bind the mad scientist, making sure they're tight.
Just tight enough to hurt a bit, but not enough to cut off the blood flow...unfortunately... he says with a sly grin.
GM TOP |
With a single careful strike, Halali brings unconsciousness back to the undead making monster. His trial will have to wait though as more of this area needs explored.
It looks like she wants to hit him more, but she stops.
Where too?
Kaztor Firebeard |
”Looks like there’s a fairly large section to the south we haven’t checked yet. Anyone up for going there?”. If the group approves, Kaz will lead them there.
GM TOP |
I'll speed through some of these rooms to keep us moving and get us through this massive level. Yes, you did defeat the biggest bad in here, but I'm assuming you all want to finish the mission of exploring the whole place.
Before they leave, the pathfinders notice a secret door out of the laboratory (red circle, we can come back to it).
They backtrack a little bit and check a couple rooms to the south, Kaztor leads!
The first room is (25)...
The original purpose of this plain stone room has been lost to history, but numerous footprints have disturbed the dust covering the floor.
The footprints belong at least in part to the shambling alchemical zombie and clattering alchemical skeleton. They attack!
And are quickly dispatched.
(No reason to waste a round or two of combat, you all demolished similar foes already and there are only two here. There may be enemies later that do require combat, I'm not sure.)
Checking the only door out of this room they find (24)...
Heavy black curtains drape the wall of this chamber, and a thick layer of dust carpets the floor. Two sets of stone double doors stand in the east and west walls.
Doors exiting this last room feed into two different areas that have already been explored! Yay!!!
Where too next?
Ser Xev Grimhammer |
Xev peeks through the secret door.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
It is definitely a door.
Might as well check off everything on this side.
Kaztor Firebeard |
Kaz agrees with the creepy phantasm. ”Less walking we have to do, the better. Let’s check that secret door on this side before clearing out the rest of this place!”. He leads the way.
Ser Xev Grimhammer |
Xev walks through Kaztor on the way back to report.
Ander Therinor |
You mean the door, right? It's not a secret door anymore...since..well we know about it, right? Ander says as he puffs away.
Open it and I'll blast whatever is on the other side...should there be any beasties...
GM TOP |
The formerly secret door opens easily and with the fair warning from Xev, the four measly skeletons inhabiting the crypt are easily dispatched.
Repeated lines of footprints mark the dust on the floor of this crypt, all leading to an alcove in the northeast portion of the chamber. The burial niches lining the stone walls are empty save for ancient scraps of yellowed linen. At the far end of the chamber, a gate apparently crafted of bleached bone blocks an exit out of the tomb.
There does not seem to be an obvious way to open the bone gate.
Grunigon Durinslag |
Grunigon moves up to examine the gate. "If somebody could detect for magic, I'll see if I can find any physical lock...."
Perception?: 1d20 + 9 ⇒ (11) + 9 = 20
GM TOP |
It’s a Trap!
It can be disabled by Disable Device OR channeling positive energy, though the channeling only deactivates it for one minute.
Grunigon Durinslag |
Grunigon warns everybody back and digs his tools out of his adventurer's sash. "Trap. Not sure exactly what it does but I'll try to disarm it."
Disable Device: 1d20 + 7 ⇒ (13) + 7 = 20
After this I need to buy some masterwork thieves tools!
GM TOP |
The gate swings open!
Damn, DC 20 on the perception check and to disable. Sure made it close!
Kaztor Firebeard |
”Now there is still some of this place that we haven’t explored, isn’t there? Let’s finish this whole thing before we get an thoughts about exiting this tomb,” Kaz says as he looks around
not sure what else’s we haven’t covered so far.
Grunigon Durinslag |
Grunigon steps out of the way for the others to decide where they want to go next.
DC20 exactly on both? Wow!
GM TOP |
The first section is just empty, but the second section has a nice crypt! But no undead. But you do find some ancient pharasman holy symbols. And a wand. Of disrupt undead (30 charges).
The door to the north part of this section leads to the ass end of a statue. The statue would need pushed out of the way to get into the main open area.
You haven’t checked any of this big middle area yet. You all only went on the bridge over it.
Grunigon Durinslag |
The entire left side of the map is still covered. That means we haven't checked there, right?