| Reknar |
Since he came at us, I think he might not be at the doorway anymore Tol?
With a snarl, Reknar moves forward - "What the heck is an Azomi anyway?" - and tries to take the monster down with his flail.
> Raise Shield
>> Trip
I can give a try at Tripping: 1d20 + 7 ⇒ (1) + 7 = 8
The attack is poorly aimed and timed, so Reknar is forced to drop his weapon, to avoid getting himself entangled.
That was anticlimactic :P
| DM Brainiac |
Yes, he rushed into the room so there's enough space for everybody to get into melee.
Turac raises a magic shield and falls back from the deadly monster! Ed batters the creature with magic missiles, but Azomi dodges all of the other attacks aimed at him. Hess is unable to identify what type of monster he might be.
Azomi hisses and attacks Reknar, but the fighter fends off his jaws and claws with his own shield!
Jaws, Claws: 1d20 + 10 ⇒ (1) + 10 = 111d20 + 6 ⇒ (12) + 6 = 181d20 + 2 ⇒ (7) + 2 = 9
Everybody may act!
| Tol Greave |
Seizing an opportunity, Tol moves to flank Azomi. Again, the doughty martial artist weaves a flurry of blows.
◆ Stride ◆ Flurry ◆ Strike
Kai!!!: 1d20 + 6 ⇒ (18) + 6 = 24 [vs. Off-guard]
Kklt!!!: 1d8 + 3 ⇒ (8) + 3 = 11 [Piercing]
Taii!!!: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6 [vs. Off-guard]
Skkt!!!: 1d8 + 3 ⇒ (4) + 3 = 7 [Piercing]
Klaii!!!: 1d20 + 6 - 8 ⇒ (4) + 6 - 8 = 2 [vs. Off-guard]
Sppkt!!!: 1d8 + 3 ⇒ (8) + 3 = 11 [Piercing]
| Edoveus "Ed" Almar |
Ed moves further away from the melee and proceeds to protect himself further, while studying the creature further.
◆ Stride out of melee range
◆ Cast Shield; counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
◆ Recall Knowledge (Arcana or Occultism)
| Reknar |
Reknar grabs his weapon with a grumble, and attacks!
> Raise Shield
> Grab weapon (assume it is an action?)
> Attack!
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage if it hits: 1d6 + 4 ⇒ (3) + 4 = 7
| Tol Greave |
So for my febrile mind…*if* Azomi’s AC was as low as 19, and given Reknar is flanking with Tol, would his attack of 29 (27 plus 2 for off-guard) mean his strike was a critical hit? I’m just trying to gauge the power of buffs to create criticals well beyond what you actually roll or have the power to increase by your own abilities, and thus the importance of teamwork…
| DM Brainiac |
Correct. Azomi's AC is 18, so Reknar's attack is a critical hit and deals double damage (14 instead of 7).
Tol maneuvers around to flank Azomi, delivering a solid blow. As the creature turns to face him, Reknar takes advantage of the distraction by retrieving his flail and swinging it down on Azomi's head! The monster's skull splits with a sickening crack! Blood and brains fly as Azomi drops to the floor and lies still!
| Edoveus "Ed" Almar |
Ed shies away from the disgusting corpse, showing no desire to search its remains. "Let's get out of here. We have all that we need here and I don't want to run into any more of...those things."
| Hess Grimlock |
Hess approaches the corpse to see if there is anything interesting there... or edible.
"I say we each take one of those healing thingies. Looks like Tol needs to take his now".
He then begins to compose a new Goblin song.
Ugly, scaley, strong and slimy
Leaves a mark on the floor that's Grimy.
Thought he'd take us for his meal.
But Rek gave him a taste of Flail.
He then begins to repeat his new song ceaselessly and even adds an impromptu dance routine to the lyrics.
| Reknar |
Reknar nods approvingly as his flail head crushes Azomi's, then actually chuckles at Hess's song.
He waits for his companion to search the creature, then moves along after the others - "So, there are more of these?" - he asks Vanda.
| Tol Greave |
@Hess - it was Turac who Azomi tried to…did…gut…
Still breathing fast after his exertions, Tol nods at Hess’ suggestion.
”Rek - Turac is hurt…or can you heal yourself Turac? And we need…need to find Elder Ordwi. Vanda - where would Azomi keep a prisoner?”
Not sure if Reknar has tried used Medicine on Turac today…
| DM Brainiac |
"I sure hope there aren't any more," Vanda says, glaring at Azomi's body. "But you'd better be prepared to face some, just in case. They must have taken your elder down that tunnel. I do not know what awaits you at the far end."
Turac groans. "I've exhausted most of my healing for today. It may be wise to rest before we head down that tunnel."
You all feel stronger for your recent experiences...
Everybody is now level 2! You may all level up and gain 1 Hero Point.
| Tol Greave |
* So does the tunnel leave from this storage room? I remember we had a choice between a door and a bloody hole in the wall, and we went down the hole in the wall, and fought the cat-things, but then we headed to the storage room. I admit to being completely lost, but I’m not sure it matters? Suffice to say we are heading down a tunnel?
* Tol will at this point question Vanda quite exhaustively on the relative level of influence and personnel at Rusthenge and here at the Gorumite complex. Essentially, are the Rusties taking over the town via this place, but are mostly based in Rusthenge? Does she know where Meitremar is - is he/she here (deeper down the tunnel) or at Rusthenge or on the ship?
* Tol will also want to know if Vanda thinks there are leaders in town who either can or need to create some sort of resistance, or whether the Rusties have the whole town “controlled” either through fear or actual force…
* Finally, well done everyone. It might take me a day or so to level up. Are we still botting Turac? I’m guessing we are pressing on into the deeper parts of the complex…
| Reknar |
”Rek - Turac is hurt…or can you heal yourself Turac? And we need…need to find Elder Ordwi. Vanda - where would Azomi keep a prisoner?”
Not sure if Reknar has tried used Medicine on Turac today…
I don't think he has.
"Let me take a look at those Turac"
Treat Wounds: 1d20 + 4 ⇒ (4) + 4 = 8
Nope :P
Hess approaches the corpse to see if there is anything interesting there... or edible.
@Brainiac: Any loot? :)
| DM Brainiac |
*Here is a map of Stonehome. The main basement room is C22 where you fought the cat-things. C21 is the storage room, and C22 is the tunnel past the hole in the wall that leads away from Stonehome and presumably to Rusthenge.
*Vanda doesn't know anything about what is happening in Rusthenge. She assumes Meitremar and the bulk of his cultists are there, as there were only a handful of acolytes and Azomi left behind to watch over Stonehome. The cultists' operations are all based in Rusthenge. Stonehome was just a means to an end.
*The cultists are operating in secret so the bulk of the town are unaware of their activities. You could try to organize a resistance, but the town's leader, Lord Knurr Ragnulf, has been taken by the cultists along with Elder Ordwi, so it will be difficult to find anybody strong or brave enough to accompany you.
*I'll continue to bot Turac for the time being.
*Azomi has a porcelain mask worth 5 gp but otherwise no other loot.
| DM Brainiac |
Chapter 2: The Rusted Ruin
After resting and healing up, you cautiously begin to make your way through the tunnel in the basement of Stonehome. This long tunnel slopes down and heads southwest, traveling under Iron Harbor. At the path’s lowest point, where it passes under the harbor, the walls drip with salt water and form pools on the floor—up to a foot deep in places—but the tunnel itself is sound and in no danger of flooding.
The tunnel finally comes to an end at a large chamber. A rusted iron door stands in the northern wall of this chamber. A series of symbols are embossed on the door, arrayed around a much larger shape that’s been gouged into the rust: a spiked horseshoe. The door emits a strange brownish-red glow and has no visible handles, latches, or hinges.
Ed is able to translate the Thassilonian runes on the door. They read: "Skymetal Workshop."
Stairs to the west lead up, presumably to the surface of the island upon which the ruins of Rusthenge stand.
| Edoveus "Ed" Almar |
"Skymetal Workshop." Ed grimaces here before glancing away from the door. "I don't see a way to open this door, perhaps we should head up the stairs?"
| Hess Grimlock |
1d20 + 6 ⇒ (12) + 6 = 18 Arcane or occult
1d20 + 8 ⇒ (7) + 8 = 15 Thievery
Hess steps up and uses some of his gathered lore to try and determine more about the door and the means of entering...
Or perhaps Perception to notice any secret latches of anything.
1d20 + 5 ⇒ (14) + 5 = 19 Perception.
I know these are normally secret checks, so feel free to intervene. Just didn't want to slow things down, so disregard if secret checks are to be used.
Then back to Avoiding Notice.
| Tol Greave |
Tol peers at the great metal portal with curiosity.
”Regardless, even if we *can* open it, let’s scout around up top to get the lay of the…land…We can always come back down later.”
The monk smiles weakly. ”Unless we are dead…”
| DM Brainiac |
As Hess approaches the door, he feels a sudden unnerving sensation: a deep ache in his bones alongside a strange, unbidden thought that their blood has caused their bones to rust inside of their body. Despite its appearance, the heavy door seems like it will open easily at a touch.
However, looking closely, Hess discovers hidden runes on the door, a sure sign of a magical trap!
The trap can be Disabled with a DC 18 Thievery to deface the hidden runes that allow the trap to activate, or DC 21 Religion to offer prayers to a non-evil deity to override the ancient influence infused into the trap. A normal failure means the trap is not deactivated, but you can try again. A critical failure, however, triggers the trap!
| Tol Greave |
Although not possessed of any particular lock-breaking skills nor very devout, Tol is a student of structures and buildings.
How about Lore: Architecture?
"What do you all think? Stairs or weird... dangerous... rusty door?"
| Hess Grimlock |
Hess's natural curiosity overcomes his lack of bravery.
"I think I can... I think I can... I think I can".
He then flips his lucky coin which comes up Heads... Hess approaches the door eager to prove his skill.
"Might want to stand back a bit".
1d20 + 8 ⇒ (18) + 8 = 26 Thievery
"It's Okay. We can open it now".
He bows and flourishes his hands toward the door done with his courage for now. If nobody else steps up to open the door he will do so after a pregnant pause.
| Edoveus "Ed" Almar |
Ed nods cautiously in agreement, "It should be safe to open it now. We may be able to find the cause of this strange rusting disease in here and stop it...if we do not succumb to this ourselves."
Ed will continue Detecting Magic here.
| Tol Greave |
Tol shrugs.
”I think people kind of expect me to go where I don’t belong. Let’s go in. Nice one Hess!”
The young martial artist looks to Vanda.
”Know anything about this place? What is skymetal, and what are they making with it?”
Without waiting for a reply, Tol turns to his fellow Osprey Cove villagers.
”Can we free her now!?!”
| DM Brainiac |
Vanda shrugs her shoulders. "I have no idea. This is beyond anything I have known as an acolyte of Gorum."
The priestess willingly pushes the door open with her shoulder. This wide hallway features a black marble floor and large murals on the east and west walls. The western mural depicts an older, heavyset woman in fancy robes standing victorious and invincible, with fallen enemies all around her. The eastern mural shows the same woman standing triumphant over six other robed men and women who bow before her, groveling and begging for mercy. Another set of massive doors stand closed at the far end of the hallway to the north.
Two suits of rusted metal armor stand in the center of the hallway. Each of the suits have feet that look like hooves and helms that look like bull heads with too many horns. The suits of armor animate with a lurch, creaking as they begin to move towards you with gauntlets clenched!
Hess (Stealth): 1d20 + 8 ⇒ (1) + 8 = 9
Reknar: 1d20 + 7 ⇒ (19) + 7 = 26
Tol: 1d20 + 4 ⇒ (1) + 4 = 5
Turac: 1d20 + 7 ⇒ (7) + 7 = 14
Enemies: 1d20 + 4 ⇒ (4) + 4 = 8
Everybody but Tol may act! The suits of armor are 20 feet away.
| Edoveus "Ed" Almar |
Ed reacts quickly here as he sends a rusted piece of metal at the closer of the armored suits, and then backing away from them!
◆◆ Cast Telekinetic Projectile at the first suit of armor.
Spell attack: 1d20 + 7 ⇒ (4) + 7 = 11; Bludgeoning damage: 1d6 + 3 ⇒ (3) + 3 = 6
◆ Stride away from the melee!
| Hess Grimlock |
◆ Move as far away from suits of armor as practical.
◆ Draw Hand Crossbow
◆ Strike (Surprise Attack, and Sneak Attack).
1d20 + 9 ⇒ (11) + 9 = 20 Crossbow vs. Off-guard AC
1d6 + 1d6 ⇒ (3) + (1) = 4 Bolt
"BEWARE! Our loot is attacking us".
| Reknar |
Reknar raises his shield and gets ready to attack the first animated armor coming at him.
> Raise Shield
>> Ready Attack?
Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Damage if it hits: 1d6 + 4 ⇒ (3) + 4 = 7
| DM Brainiac |
Ed's projectile misses his target. Hess scores a hit, though his bolt doesn't seem to hurt the animated armor much. Reknar gets ready as the constructs move in, and when they are near, he lashes out with his flail! He scores a critical hit, causing one of the suits of armor to immediately collapses into an inert pile of rusted metal! The other one attacks with its gauntlets.
Gauntlet: 1d20 + 7 ⇒ (10) + 7 = 171d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
4 bludgeoning damage to Reknar. Everybody may act!
| Edoveus "Ed" Almar |
Ed continues his bombardment of the remaining construct, while trying to recall what he knew of these creatures...
◆◆ Cast Telekinetic Projectile at the suit of armor.
Spell attack: 1d20 + 7 ⇒ (1) + 7 = 8; Bludgeoning damage: 1d6 + 3 ⇒ (4) + 3 = 7
◆ Recall Knowledge (Arcana) +7
| Tol Greave |
Tol grits his teeth and gets to work, moving to flank with Reknar. He makes two quick punches and then moves out of reach of the armor…
◆ Stride ◆ Flurry ◆ Step
Pok!!!: 1d20 + 6 ⇒ (7) + 6 = 13 [vs. Off-guard]
Kit!!!: 1d6 + 3 ⇒ (2) + 3 = 5 [Piercing]
Top!!!: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19 [vs. Off-guard]
Kop!!!: 1d6 + 3 ⇒ (6) + 3 = 9 [Piercing]
| Reknar |
Reknar grits his teeth and swings hard, shield raised.
> Raise Shield
> Attack
> Attack
Flail: 1d20 + 10 ⇒ (14) + 10 = 24
Damage if it hits: 1d6 + 4 ⇒ (2) + 4 = 6
Flail: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16
Damage if it hits: 1d6 + 4 ⇒ (4) + 4 = 8
| Tol Greave |
"Nicely done all. Anyone hurt? Rek, you good?"
Tol takes a moment to look at the two murals.
"Is that Gorum? I though he...she...was...is a man?!?
| Edoveus "Ed" Almar |
"That is Alaznist, the last runelord of wrath before the fall of ancient Thassilon!" Ed exclaims, "This must be one of her ancient strongholds...one I am sure is being used by these cultists for their own purposes. Let's keep moving. We may discover how to undo this rusting process they are using!"
| Hess Grimlock |
Assuming Ed shares his knowledge... or Hess make his own check (Society +6)
"Wow this is old! Priestess... do you know anything of this room"?
Hess quickly loses interest and begins to explore the room for anything hidden. Search Exploration Activity for now. If nothing is found he'll quickly move to the other doors and look for traps on them.
"Hey Ed. Does anything seem magical around these doors"?
| Tol Greave |
Tol’s mouth hangs a little slack.
”B-before Iron Harbor? That seems like a long time ago.”.
He looks closely at the two murals, marveling at the pictured people, arms and armor etc…
| Reknar |
"Nicely done all. Anyone hurt? Rek, you good?"
"All good" - the warrior nodded.
He kept watch over his companions and Vanda as they explored the chamber.
| DM Brainiac |
"I know nothing of this place," Vanda says, shaking her head.
The doors at the end of the hallway appear to be neither trapped nor magical. Once you are done examining the murals here, you go through the doors.
A soaring domed ceiling, thirty feet tall in the center, gives this massive chamber a sense of majesty. Marble floors and stairs leading up to a centralized dais, drawing attention to the bloody stone altar at the center of the room. A twisted apparatus of strange metals stands atop the altar. Motifs of a seven-pointed star appear on most doorways, and on all sides of the altar, as do images of spiky horseshoes of rusted iron. The room is brightly lit by over a dozen torches. Ed can sense magic in the area.
A dwarf in rusted full plate stands before the altar. Vanda gasps when she sees him. "Lord Ragnulf!" she exclaims.
Ragnulf grins and holds his warhammer high in a salute. "Behold our first supplicants to grace the rusted works of Xar-Azmak!" he proclaims before he starts to charge towards you!
Hess (Stealth): 1d20 + 8 ⇒ (10) + 8 = 18
Reknar: 1d20 + 7 ⇒ (19) + 7 = 26
Tol: 1d20 + 4 ⇒ (14) + 4 = 18
Turac: 1d20 + 7 ⇒ (19) + 7 = 26
Enemy: 1d20 + 8 ⇒ (20) + 8 = 28
The dwarf reaches you before you can react. Shouting Xar-Azmak's name, he delivers an intimidating blow to Reknar!
Intimidating Strike: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
11 bludgeoning damage to Reknar and he is frightened 1. Everybody may act!
| Tol Greave |
Tol grimaces as Reknar is hit, but still has the presence of mind to quip.
"I'm no judge of art, but I know what I like. And that heap is crappe."
The young Osprey Cove villager growls low, and enters a new stance you haven't seen before, loping and lithe. Tol moves to flank with Reknar, then unleashes a couple of quick slashes with his hands...
◆ Enter Tiger Stance ◆ Stride to flank ◆ Flurry
Miaa!!!: 1d20 + 7 ⇒ (20) + 7 = 27 [vs. Off guard]
Wrrst!!!: 1d8 + 3 ⇒ (1) + 3 = 4
Raw!!!: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13 [vs. Off guard]
Wrrks!!!: 1d8 + 3 ⇒ (3) + 3 = 6
(On crit Tiger Claw gives 1d4 Persistent bleeding damage)
Boo-boo bleeding: 1d4 ⇒ 1
Yep. Rolled a 1 for the crit damage. And rolled a 1 for the persistent bleed. Go. Tol.
| Edoveus "Ed" Almar |
While The others move to engage the renegade dwarf Ed hangs back, casting a defensive spell, and takes a moment to study the magicks here further...
◆ Stride out of melee range
◆ Cast Shield; counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
◆ Recall Knowledge: Arcana +7
| Reknar |
Rules question - if I use Shield Block: the total is 11hp of damage, the shield takes... 3? (equal to its hardness) and breaks right? Then Reknar takes 8. Is that correct? Wanted to know if I lose the shield before trying to use it.
| Reknar |
Think I prefer to keep my shield, not worth sacrificing for only 3hp :P (hope those aren't my 'famous last words').
Shaken by the mighty blow, Reknar retaliates - "My turn!" - attempting to disarm the dangerous dwarf.
> Raise Shield
>> Disarm
Flail disarm: 1d20 + 8 ⇒ (20) + 8 = 28
| Hess Grimlock |
Rules question - if I use Shield Block: the total is 11hp of damage, the shield takes... 3? (equal to its hardness) and breaks right? Then Reknar takes 8. Is that correct? Wanted to know if I lose the shield before trying to use it.
you take 8 and the shield takes 8. It is broken when half its HP are used up, and can be repaired using Crafting and a repair kit.