| Imrik Farstrider |
Round 1
Imrik swings hard and tries to break the cage.
Attack the cage with Power Attack.
+1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (9) + 9 - 1 = 17
Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (3, 4) + 11 + 3 = 21
Round 2
Imrik continues to try and destroy the cage.
Attack the cage with Power Attack.
+1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18
Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (4, 4) + 11 + 3 = 22
| GM Wolf |
Round 1
The wrought iron cage that simply is opening and closing its door gets walloped by Imrik. Several of the bars break free.
Visayn easily breaks free from the Iron Maiden.
Valliard rushes into the room to channel to heal the living.
Ragnar rushes into the room and begins to smash the stretching rack. Bones, wood, and chucks of metal go flying.
Round 2
The wrought iron cage continues to get walloped by Imrik. Several more of the bars break free.
The swarm continues to harrow Imrik and Calin. 2d6 damage and Fort DC 14 save. The daggers leave shallow cuts, the brands burn, and the pliers pull on any exposed flesh.
hanging chain swing: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d6 + 3 ⇒ (4) + 3 = 7 grab
CMB grab: 1d20 + 8 ⇒ (18) + 8 = 26
hanging chain swing: 1d20 + 6 ⇒ (1) + 6 = 7
damage: 1d6 + 3 ⇒ (5) + 3 = 8 grab
CMB grab: 1d20 + 8 ⇒ (16) + 8 = 24
hanging chain swing: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d6 + 3 ⇒ (2) + 3 = 5 grab
CMB grab: 1d20 + 8 ⇒ (2) + 8 = 10
hanging chain swing: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d6 + 3 ⇒ (5) + 3 = 8 grab
CMB grab: 1d20 + 8 ⇒ (6) + 8 = 14
The hands continue to scurry around scratching any exposed skin possible.
Everyone Fort DC 10 Disease.
| Drake Windfall |
Round 2
He shoots at the two chains wailing on him. Some of the links of chain take damage. 12 damage of 20, 8 more to go!
Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 ⇒ (18) + 11 + 3 + 2 - 1 = 33
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (4) + 2 + (2, 2) + 1 + 2 + 2 = 15
Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 ⇒ (7) + 11 + 3 + 2 - 1 = 22
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (2) + 2 + (1, 3) + 1 + 2 + 2 = 13
| Rai Yashin |
Round 2
Fort save vs disease: 1d20 + 5 ⇒ (19) + 5 = 24
Once again caught in a reverie, Rai suddenly snaps to attention as he companions are attacked. He moves into the room and channels energy to damage the undead, hoping that it will damage some of the enemies at least. Hard to tell what is attacking exactly, whether spirits moving objects, objects themselves, or some corporeal undead.
Channel positive to damage undead. Will DC 11 for half: 2d6 ⇒ (4, 3) = 7
After that, Rai is at 2/5 channels remaining.
| Visayn |
Fort save vs. disease: 1d20 + 2 ⇒ (5) + 2 = 7
Frightened Visayn rushes out of Iron maiden holding mace he found earlier "This cursed trap almost got me! It must be destroyed." he screams while smashing the torture device.
mace: 1d20 + 7 ⇒ (10) + 7 = 17
bludgeon: 1d8 + 3 ⇒ (1) + 3 = 4
| Lectrum |
Lectrum chooses the adamantine weapon for fighting chains and swings until they stop swinging. :-)
Round 1
Adamantine Horsechopper: 1d20 + 9 ⇒ (8) + 9 = 17
Round 2
Adamantine Horsechopper: 1d20 + 9 ⇒ (19) + 9 = 28
| GM Wolf |
Law of averages Lectrum does enough damage.
Lectrum misses the first time and connects solidly the 2nd time finishing off the swinging chains next to Drake.
Visayn smacks the iron golem splintering a bit of wood on it.
Round 3
The hands continue to scurry around and scratch each of you, 1 damage and Fort DC 10.
The chains next to Imrik continue to swing at him.
hanging chain swing: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d6 + 3 ⇒ (2) + 3 = 5 grab
CMB grab: 1d20 + 8 ⇒ (14) + 8 = 22
hanging chain swing: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 1d6 + 3 ⇒ (4) + 3 = 7 grab
CMB grab: 1d20 + 8 ⇒ (3) + 8 = 11
| Imrik Farstrider |
Round 3
Fort: 1d20 + 10 ⇒ (9) + 10 = 19
Imrik swings hard to attack one of the chains swinging at him!
+1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24
Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (3, 3) + 11 + 3 = 20
| Calin Milotti |
Round 1
Calin clutches at his stomach in extreme discomfort and slowly try to move away from the hands and swarms, ending next to Ragnar.
@GM Wolf: How long does the nauseated condition last?
Round 2
Calin continues to be sickened at the sight and sounds of the chaos around him.
2d6 ⇒ (6, 1) = 7
Fort Save DC 14: 1d20 + 10 ⇒ (9) + 10 = 19
Fort Save DC 10: 1d20 + 10 ⇒ (14) + 10 = 24
Assuming Calin is no longer nauseated, he moves towards the chains to attack. If that is incorrectly, he'd stick near Ragnar for now.
Longsword w/ PA: 1d20 + 11 ⇒ (15) + 11 = 26
Slashing dmg: 1d8 + 14 ⇒ (6) + 14 = 20
Round 3
Fort Save DC 10: 1d20 + 10 ⇒ (10) + 10 = 20
| Rai Yashin |
Fort save DC10: 1d20 + 5 ⇒ (11) + 5 = 16
Round 3
"Hands off!" Rai growls at the hands scratching people, and channels again.
Channel positive to damage undead, DC11 Will for half: 2d6 ⇒ (6, 2) = 8
After this, only 1 channel out of 5 remain
| Valiard Tessar |
Seeing that the surge of positive energy seemed to have some effect, and not having a mace or some other blunt object to smash the chains, Valiard pulls on the warmth inside of himself one more time.
Channel positive energy 30' DC14 Will save for half, 3/5 remain
channel: 2d6 ⇒ (6, 1) = 7
fort save: 1d20 + 4 ⇒ (20) + 4 = 24
| GM Wolf |
The nauseated effect only lasts one round but is refreshed if you continue to fail to make your saves if the swarm is still around you.
Round 2 and 3
Calin and Imrik take down the hanging chains.
Valiard and Rai decimate the hands, putting them down.
---
Looking around you don't see anything else moving. Several of the torture machines have been untouched.
Round 4!
| Calin Milotti |
Calin looks around the room and doesn't see additional combatants, but some of the torture devices didn't spring to life ... yet? He attempts to ascertain if they have been haunted like the others.
Calin calls out to the group. "Some of these implements may still yet be haunted. Moving towards them seems to wake them. Let's see if we can learn anything about them before moving towards them."
Knowledge Religion: 1d20 + 6 ⇒ (15) + 6 = 21
Detect Evil 60ft cone
| Visayn |
Visayn gives the iron maiden another blow. "I already learned everything I want to know of this place."
mace: 1d20 + 7 ⇒ (20) + 7 = 27
bludgeon: 1d8 + 3 ⇒ (5) + 3 = 8
| Imrik Farstrider |
Round 4
Imirk moves closer and swings a mighty blow at the iron maiden. He calls out, "Many dark things happened here. That is for sure."
+1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27
Spiked Chain: 2d4 + 11 + 3 ⇒ (3, 2) + 11 + 3 = 19
| Imrik Farstrider |
Imrik calls upon Omrataji and begins radiating healing energy. Once the healing aura subsides, Imrik points back at the secret door and says, "Should we check the secret door next?"
I use an Invocation for a Healing Aura. For 1 minute everyone around me gains Fast Healing 1 for a total healing of 10 points.
| Ragnar Skuggason |
Ragnar smashes any already torture implements, even they are already smashed
I can respect some of the f@~#ing demons, but never a torturer.
| Rai Yashin |
"Thanks Imrik!" Rai says, and nods in agreement with the suggestion.
| Visayn |
"Yep, the secret door's next when you have healed." Visayn says looking at the destruction
| Calin Milotti |
Imrik's healing aura binds most of Calin's wounds. "I am ready when everyone else is."
While the rest of the group makes their preparations, Calin inspects the secret door for traps and other nefarious purposes.
1d20 + 1 ⇒ (2) + 1 = 3
| Imrik Farstrider |
Imrik moves to be near the door and waits for others to search it for traps and open it. Seeing Calin go up to the door Imrik says, "Calin, it might be good for someone else to search first."
| Drake Windfall |
He collects his arrows with more effort than normal for those stuck in the wall. He then takes up his bow ready for if the situation turns dire again.
| Rai Yashin |
Rai keeps alert for any dangers as the door is opened.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
| Calin Milotti |
Calin readies himself to defend himself and the group against whatever might lie in wait.
| GM Wolf |
The warden’s skeleton still wears tatters of his chainmail uniform. While the chainmail is ruined. The warden’s keys, symbols of his control over the prisoners were used as torture implements on the man. The keys sit inside of the skeleton’s pelvis. The warden’s badge also gave the prisoners an impromptu torture device—the metal disk has been wedged into his jaw, and is obviously the object that was used to shatter that part of his face.
U9. Secret Passageway
The rough stone walls of this natural cavern drip with moisture, leaving stagnant pools of water on the uneven floor.
| Visayn |
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
"There seems to be two weird blobs hanging from the ceiling. Should that be worrying?" Visayn wonders
| Calin Milotti |
Calin retrieves the warden's keys and badge. They may be of use to the group. He inspects the warden's possessions before stowing them in his pack. "The warden's wife may find comfort if these items are returned to her."
As the group continues their way through the prison, Calin stops short at Visayn's alert.
Perception: 1d20 + 1 ⇒ (16) + 1 = 17
"In this place, everything is a concern. Does anyone see a way to avoid them? Or perhaps knows more about them?"
| Imrik Farstrider |
Perception: 1d20 + 11 ⇒ (16) + 11 = 27
"I see four blobs. Striking at them with magic seems like the best option." Imrik says as he looks warily at the globs hanging from the ceiling.
| Rai Yashin |
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
| Imrik Farstrider |
"It's some kind of ooze or jelly. It looks like it can drop on the unwary." Imrik says.
| Calin Milotti |
"Can anyone tell if there is anything beyond these blobs? If this is just a dead end, then we may not need to be concerned with this room. However, we might find something useful."
Calin ponders for a moment before speaking again. "Anyone have a strong opinion on how to proceed?"
| Drake Windfall |
He steps forward after Lectrum says his name. Looking in he nods and states, "I can easily take a few shots."
The first round he takes aim at the closest one.
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 - 1 ⇒ (10) + 11 - 1 = 20
damage: 1d8 + 1 + 2 + 2 ⇒ (7) + 1 + 2 + 2 = 12
| Ragnar Skuggason |
By Gorrums brass balls what are those to be? Whatever, one less now. If feasible, I can fly people over, best not bathe in that.
| Visayn |
Encouraged by Drake's example, Visayn fires another arrow at second closest. "Practice is always good idea."
composite shortbow: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d6 + 1 ⇒ (4) + 1 = 5
| Calin Milotti |
"Who else has a ranged attack? Let's take them out from here."
| Imrik Farstrider |
Imrik shrugs and lets the archers do their thing. He says, "I just hope no one steps on them when we make our way past this area."
| Imrik Farstrider |
"Let me try something." Imrik says as he flies up and sends a blast of cold breath down the hallway.
I will use my breath weapon to do a 30 ft cone of Cold at the oozes. I stay at least 5 ft away from the closest ooze.
30 ft cone of cold. Reflex DC 16 for half: 3d6 ⇒ (5, 3, 4) = 12