| Rill Ozeanschild |
"If thou art ready, then I shall lead on," Rill states to the group as she leads the way through the secret passage.
| GMDQ |
Rill leads the party through the tunnels, which goes several dozen yards west before turning south. The hall is long and empty, with little sign of use, save perhaps here and there a reptilian footprint in the dust, going in the opposite direction from you, that suggests the flight of the kobolds from the area earlier.
The empty corridor turns again eastward, but the light on Rill's shield illuminates ahead a notable change in terrain: three quarters of the floor drops away into a five-foot-deep trough filled with a two-foot depth of viscous green sludge. A recent kobold corpse is immersed halfway in the goo. The part of its body rising above the green goop is intact, but where it has made contact with the stuff, its flesh is eaten away, nearly to the bone, revealing the sludge to be a corrosive acid, at least to flesh and fleshy materials.
Only a narrow, seven-inch wide ledge allows safe passage through the corridor, and careful searching reveals there is no way forward except through the hallway ahead. The hall heads 50 feet ahead before it turns again southward, with the acid pit and narrow ledge continuing all the way down.
The most obvious way across will require balancing along the narrow ledge, doing so without falling in either will require agility (DC 10 Acrobatics or Escape Artist check, you may not take 10; this is the fast route) or very slow and careful movement (20 minutes to get the whole party to the mid point; the only obvious detriment beside the hour growing ever later is that Hegio's mage armor spell will be close to expiring).
The wall is very smooth and slightly damp, so trying to avoid the ledge and trough entirely by climbing along the wall is a much less likely prospect (Climb DC 25).
You could also of course just walk through the acid, but the narrator of this tale does not recommend that.
The party might also ponder other creative solutions as they see fit.
Area map is updated
| Hegio Aeminus |
Hegio lights up as Varrus suggests it might be a password, he had not thought of that. He follows the group Rill leads until they reach the acid-filled corridor.
"I'm afraid we might be ambushed if we go slow, but... Maybe it's the best way. If you are worried about my own protections, don't be, if they fall off, it is what it is. It's better than risk most of us falling into the sludge."
| Haelin |
"Right behind you" she nods, knocking an arrow
| Rill Ozeanschild |
"Aye, I see no need to rush," Rill slowly begins to cross the narrow ledge, trying as best she can to keep her shield pointed forward.
| GMDQ |
You carefully lean against the wall and slide along, taking time to help steady one another as you avoid slipping into the acidic pit.
Once Rill makes it to the corner and carefully rounds it, very tricky on the narrow edge, she sees what eventually you all do: while the acid trough continues another several dozen yards, a metal drawbridge has lowered down over this section of the passage, widening the area you have to walk on to two feet. As such once you help each other round the corner, you can proceed to the end of the hall without further incident.
The metal drawbridge is attached to a mechanism on a chain which disappears up into the wall--revealing the mystery of the purpose of the odd machine hidden away among the jail cells. A similar lever exists which theoretically would send the drawbridge back up from here, but if you test it, it does not work. The mechanism required the elemental to power the movement of the chain.
Past the drawbridge end, the corridor goes back to normal boring stone hallway, which eventually ends in a locked door that looks very similar to some of the doors in the jail cell area: solid iron with a little window allowing a view into the room. The room beyond, from what you can see, is a small empty room with another door directly across from this one. There are no obvious signs of any presence or trouble within the room. The door is not trapped and the rusty key you found earlier unlocks it. There is nowhere else to go but forward.
As such, you open the door and walk through. As you do so, an odd metallic maw appears on the door opposite you and speaks, "Close the door behind you, then speak the pass phrase. You have 30 seconds. 29 . . . 28 . . ."
The magically inclined can tell this is probably a magic mouth spell. Anyone activating detect magic indicate magical auras exist in the room that likely relate to the mouth and other protections and contingency spells related to the command it has given you. The mouth steadfastly counts down.
| GMDQ |
Editing the current area map on my phone has resulted in my accidentally skewing the smiley face indicating party presence. I'll fix that later: you are inside the tiny room. I know the room is pretty small but let's say the party can squeeze in so no one is shut out if you want to close the door behind you.
| GMDQ |
Witches' Tower, from Long Windy Corridor to Magic Mouth Room, to Clockwork Reception Room
After everyone enters the room, Varrus tests his theory about the passphrase...
And it works! The mouth stops counting down, disappears, and the door it was attached to swings open.
The room beyond is much larger, about 35 feet by 35 feet. It is one of the few rooms that actually contains its own light source, a continual flame cast upon the ceiling shedding its light below.
Opposite from where you stand as you enter the room is a hallway that leads onward, but between you and it is a strange bronze construct which stands on three jointed legs. As the door opens and you enter, it whirs to life, waving four arms at you. A tinny, mechanical voice comes out of the hole in its head that it has for a mouth:
"Please present the crest for passage."
About 10 feet from the construct a large brass key with a hollow fitting hovers in the air.
The only other item of note in the room is a lever next to the door you just came through.
Area map updated. I also updated the battle map; I'm hoping we won't need combat, but it gives you a better view of the room. Ignore the "statue" on the map itself, that's the construct which I shouldn't have put as a static object on the map.
| Hegio Aeminus |
Hegio turns to Moss-Fingers who he had last seen the plaque with. "Just give it to the construct?"
| Sahvi Copper-Scales |
Sahvi walks up to the construct and flicks its chest with a finger. "Hmm." She ponders, brow furrowed. "What the heck are you supposed to be, anyways? You have scales not unlike my own..."
| GMDQ |
Sahvi's finger flicking against the chest of the construct results in a loud clang. It does not answer her question, but rather repeats its instruction, "Please present the crest for passage."
Standing close to the bronze creature, Sahvi can hear a constant ticking, like a clock.
| Haelin |
"I'd suggest hurry in the area of showing the plaque. There seems to be a lot of precautions and I do not wish to fight if we don't have to" she urges
| GMDQ |
Moss-Fingers hasn't posted since Wednesday, so overdue for a post. I'll PM him if we don't hear from him soon; hopefully everything's okay. Given he took the plaque with the clear intent of using it for this purpose and other party members have mentioned using it, I think it's safe to presume Moss Fingers holds up the plaque to see what will happen.
Moss-Fingers presents the plaque retrieved from the torture chamber. The bronze construct's eyes flash, its head spins, and it stops counting down. "Please proceed." It steps out of the way, allowing you to freely continue on your way.
Continue on?
| Hegio Aeminus |
"I'm glad we avoided fighting this thing. It is fascinating, however..." Hegio trails off still wondering how it would be if he could stay and study the construct.
Regardless, he carries on.
| Rill Ozeanschild |
"'Tis interesting that all the machinery down here appeareth to function without issue despite centuries of disuse," Rill nods to Hegio, leading on past the odd construct.
| Varrus Lebeda |
"A very good point, Rill. Whatever combination of engineering and magic is used here, notes on it could be of great value to the right people. Scholars, inventors, some clergy...
I did not come on this journey with journal, pen, or ink. Do any of you have such things?"
| Sahvi Copper-Scales |
"Great value indeed..." Surely such a complex automoton must be worth a small fortune! "Ey, bot! C'mon! Just move over this way..." Sahvi puts her hands on the metal mans shoulders and tries to shift him, trying to ascertain how easy it will be to take it with when she leaves.
| GMDQ |
You hear a whirring of cams as Sahvi attempts to manhandle the construct; it stands firm and actively resists being moved (it is also extremely heavy and difficult to move). "You are not authorized to maintain this servant. Desist or be destroyed. You have twelve seconds to move away. Eleven ... 10 ..."
| Haelin |
"Sahvi... back away... now! please? I dont want to say it, but if you dont, you will be on your own regarding the nice machine" she half hisses through a smile
| GMDQ |
Varrus turns the corner and in 20 feet, comes to a locked iron door. By the time he arrives at the door, the construct has continued its counting to "Eight ... seven ... six ..."
While I'm here, I'll also clarify that when I say the construct is "extremely heavy and difficult to move," it is 400 pounds (according to its Bestiary entry).
| Sahvi Copper-Scales |
Just because it doesn't know it wants to be loot doesn't mean it doesn't want to be loot. Time heals all wounds, and Sahvi will no doubt collect the mechanical man on her way out. But for now, they have a dragon-related mystery to solve. Books are boring, but she'll keep an eye out for machine-related books.
Sahvi is ready to move on whenever.
| GMDQ |
Once Sahvi is more than five feet away from the construct, it whirrs and goes silent. Once you all finish going through the corridor, it resumes its position in front of the passageway.
You are now faced with the locked heavy iron door. It is not trapped. The jailer's key probably will work...
Leaving this here at this point, as I need more time to type up the next room; will post probably this evening (but wanted to resolve the clockwork servant situation)
| Rill Ozeanschild |
"Such a roundabout path of twisting tunnels hidden behind secret doors. In a dungeon, no less, guarded by a metal construct, and requiring three different keys to access. What could Baron Sarvo have possibly kept here that warrants such convoluted secrecy?"
| Hegio Aeminus |
Hegio nods to Rill "And the more we explore, the less of an idea I have of why kobolds are even involved."
| GMDQ |
Witch's Tower Dungeon, Treasury Room
Varrus opens the door successfully, and still on point, Rill steps through, followed by the front half of the party. The knight sees at least part of the answer to the question she just posed: in the middle of the large room they just entered sit seven iron-banded chests behind a floor-to-ceiling wall of thick iron bars.
The rest of the room, this one too, lit by a continual flame high up in the 20 foot high ceiling, contains occasional scraps of cloth or rotted wood that suggests there were other contents in this 30x60 foot room as well but were looted already, probably long ago.
Before the party can ponder the possible treasure within the chests and how to get past the bars to them, the party hears a rattling of bones and a scrape of metal: though long dead, this treasury's guards have remained to protect what is stored here. Alerted by the opening of the door and the footsteps of your arrival, four skeletons clad in tattered remains of Canteclure livery charge toward you.
Fortunately they are not all in very good shape. One is missing part of its skull, and another is missing an arm and part of its rib cage.
Haelin Init: 1d20 + 6 ⇒ (19) + 6 = 25
Hegio Init: 1d20 + 7 ⇒ (7) + 7 = 14
Feathers Init: 1d20 + 3 ⇒ (7) + 3 = 10
Moss-Fingers Init: 1d20 - 1 ⇒ (9) - 1 = 8
Rill Init: 1d20 + 1 ⇒ (14) + 1 = 15
Sahvi Init: 1d20 + 2 ⇒ (3) + 2 = 5
Varrus Init: 1d20 + 4 ⇒ (3) + 4 = 7
Skeletons Init: 1d20 + 6 ⇒ (14) + 6 = 20
| GMDQ |
Combat Round 1
Haelin is up, then the monsters
Haelin | HP 12/12 | Init +6; Per +8, low-light vision | AC 17 T 14 FF 13 | CMD 17, CMB +4 | Fort +3, Ref +6, Will +2 (+2 vs Enchant) | Immune Sleep
Skeleton 1 | HP 4/4 DR ?? | Init +6, Per +0, darkvision | AC 16 T 12 FF 14 | CMD 14, CMB +2 | Fort +0, Ref +2, Will +2 | Immune ??, Undead traits
Skeleton 2 | HP 4/4 DR ?? | Init +6, Per +0, darkvision | AC 16 T 12 FF 14 | CMD 14, CMB +2 | Fort +0, Ref +2, Will +2 | Immune ??, Undead traits
Skeleton 3 | HP 3/4 DR ?? | Init +6, Per +0, darkvision | AC 16 T 12 FF 14 | CMD 14, CMB +2 | Fort +0, Ref +2, Will +2 | Immune ??, Undead traits
Skeleton 4 | HP 2/4 DR ?? | Init +6, Per +0, darkvision | AC 16 T 12 FF 14 | CMD 14, CMB +2 | Fort +0, Ref +2, Will +2 | Immune ??, Undead traits
Rill Ozeanschild | HP 11/11 | Init +1, Perc +3 | AC 18 T 11 FF 17 | CMD 12, CMB +2 | Fort +3, Refl +1, Will +3 | Resist Cold 1
Hegio Aeminus | HP 8/8 | Init + 7, Per +3 [+3 if sight-based in bright light] | AC 14(12) T 12 FF 14(10) | CMD 12, CMB +0 | Fort +2, Ref +2, Will + 4 | mage armor (five minutes left)
Feathers (hawk familiar) | HP 4/4 | Init +3; Perc +14, low-light vision | AC 16 T 15 FF 13 | CMD 9, CMB +1 | Fort +2, Ref +5, Will +2
Moss-Fingers de'Morcaine | HP 12/12 | Init -1; Perc +3, low-light vision | AC 19 T 15 FF 14 | CMD 16, CMB +1 | Fort +3, Ref -1, Will +2 (+2 vs enchantment) | Immune Sleep
Varrus Lebeda | HP 9/9 | Init + 4; Per +10 (+11 traps), low-light vision | AC 17 T 14 FF 13 | CMD 14, CMB +1 | Fort +1 Ref +6 Will +1 (+2 vs enchantments) | Immune Sleep
Sahvi Copper-Scales | HP 11/11 |Init +2; Perc +5 | AC 15 T 15 FF 13 | CMB +4, CMD 19 | Fort +3, Ref +4, Will +2 |
| Haelin |
"Oh no you don't!" the drow blooded archer proclaims as she uses some of her blunt arrows against the skeletal guardians (Skelly 1)
Flit!: 1d20 + 4 ⇒ (11) + 4 = 15 should be against FF as it hasn't acted yet?
Crunch: 2d6 + 2 ⇒ (5, 4) + 2 = 11
| GMDQ |
Yes, it was flat footed to you. I moved your token into the room as you wouldn't have line of sight from where your token was originally, but you could move through your allies to get there and you took only a standard action.
Reasoning that hitting a skeleton with a normal arrow is going to be tricky given their general shape, Haelin lobs a blunt arrow at the front skeleton, which pierces its skull before going through its spine, which shatter apart after the fact. The undead creature collapses into grave dust.
The other three skeletons move closer to the party. double moves. Not very exciting!
Everyone else is up! Everyone can post when they will and I will resolve actions in initiative order. Fine to leave conditionals if you are not sure what your teammates will do.
| Rill Ozeanschild |
Rill steps up to the skeletons, jabbing her trident at skeleton #4.
Attack: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
But the head of the trident deflects off what remains of its armor.
| Sahvi Copper-Scales |
Sahvi can hardly believe what she's seeing. "Monsters? Wasn't that a guard construct? It's useless!" She doesn't let her shock slow her down. In an impressive display of acrobatics, the shoanti rushes forward, leaping over and through the narrow space betwixt the two other girls. She spins in the air, one leg arcing out and crashing into the head of one of the skeletons, like a mighty dragons' tail crushing through an armored knight. She lands daintily on bare feet as bits of bone are sent scattering and clacking across the ground from the impact, putting herself between the archer and the skeletons. She doesn't know much about the undead, truth be told, but she feels safe enough with the Sarenite here. And she's certainly not going to let the Sarenite hog the spotlight, always charging boldly into battle.
Unarmed VS 2: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18
B Dam: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Hopefully Haelin doesn't mind Sahvi stepping in. Swift to start Dragon Style, Move to move 15'. Standard to Attack 2.
| Varrus Lebeda |
Varrus cannot attempt the DC 11 Knowledge check about skeletons and so probably does not know to use bludgeoning weapons.
Varrus moves up and (futilely) tries to cut whatever invisible ligaments are holding the skeletons together.
Attack vs #3 with Mithral Dagger: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
0 damage after DR, I expect.
| Haelin |
| 1 person marked this as a favorite. |
that's why she has precise shot. But low rolls will be Sahvi's fault ;)
| Moss-Fingers de'Morcaine |
party has the spell Bless for 1 minute, +1 to hit and vs fear saves
What do I remember about these abominations?
knowledge religion: 1d20 + 5 ⇒ (16) + 5 = 21
Moss calls out what he remembers about skeletons.
Strife betwixt life and unlife! Tebigatyň bereketi!
Cast Bless, then single move to threaten number 3.
| GMDQ |
Moss Fingers will share both the information about using bludgeoning weapons as well as that the skeletons are immune to cold. Once everyone else goes, it's back to Haelin. Skeleton 2 is down.
I had some trouble getting online tonight for a bit, and now need to hit the sack. I'll try to update the game tomorrow, but it will probably be late as I've got a busy and long day at work. If I don't post tomorrow it will be Friday at the latest. Apologies in advance for any delay.
| Hegio Aeminus |
Hegio walks into the room and loads his crossbow, hoping his companions will form a wall in front of him, even though it would make it harder to shoot.
Move Action to move inside, Standard (as Move) to load the crossbow.
---
They do as he expected and Moss-Fingers calls out the skeletons will resist non-bludgeoning attacks.
Oh. I'm useless.
He keeps the crossbow loaded and ready to shoot, but hopes they deal with the monsters quickly.
| GMDQ |
Varrus cannot attempt the DC 11 Knowledge check about skeletons and so probably does not know to use bludgeoning weapons.
Varrus moves up and (futilely) tries to cut whatever invisible ligaments are holding the skeletons together.
[dice=Attack vs #3 with Mithral Dagger]1d20+5
[dice=Damage]1d4+1
0 damage after DR, I expect.
Sorry, this occurred to me to say later: Moss-Fingers would have revealed the information about bludgeoning weapons before your turn so if you want to say you used a different weapon, or used the hilt of a bladed weapon as an improvised weapon, you may do so. You'll have to keep the same attack and damage roll you already made (but it'd still hit regardless).
I'll also say for things like this where it's fairly obvious why a certain weapon won't work, if you think your PC would figure it out fairly quickly it's okay to try different weapons. I think it's pretty clear it's hard to pierce or cut a skeleton. I put up the Knowledge Religion spoiler as a surefire way of knowing it. Other monsters it may not be so obvious of course and I appreciate erring toward not metagaming.
I think Haelin's up now. Will post late tonight or tomorrow with any remaining Skeletons' actions.
| Haelin |
Healing turns her attention the next skeleton, firing another of her blunt arrows at the pile of bones
Twang: 1d20 + 4 ⇒ (3) + 4 = 7
This time it whizzes through the ribs, connecting with the wall behind it
| GMDQ |
Not sure if Varrus is going to take the retcon or not and not sure if I should make the call. I think I'll roll attacks for the two remaining skellies but we can retcon if need be.
The mindless undead don't have much in the way of tactics, so the two remaining, already-damaged skeletons just attack the creatures that swung at them recently.
The first one claws at Sahvi. She can see the Canteclure seal on the ragged remains of its livery, which may explain why it has never had a confrontation with the clockwork construct.
Skeleton 4 claw attack 1 against Sahvi: 1d20 + 2 ⇒ (9) + 2 = 11
Skeleton 4 claw attack 2 against Sahvi: 1d20 + 2 ⇒ (8) + 2 = 10
The other swings at Varrus.
Skeleton 3 claw attack 1 against Sahvi: 1d20 + 2 ⇒ (9) + 2 = 11
Skeleton 3 claw attack 2 against Sahvi: 1d20 + 2 ⇒ (11) + 2 = 13
Any party member frustrated with their limited ability to hurt the creatures might feel slightly mollified now that the creatures prove themselves to be not terribly effective combatants.
Round 2
Haelin | HP 12/12 | Init +6; Per +8, low-light vision | AC 17 T 14 FF 13 | CMD 17, CMB +4 | Fort +3, Ref +6, Will +2 (+2 vs Enchant) | Immune Sleep
Skeleton 3 | HP 3/4 DR 5/bludgeoning | Init +6, Per +0, darkvision | AC 16 T 12 FF 14 | CMD 14, CMB +2 | Fort +0, Ref +2, Will +2 | Immune cold, Undead traits
Skeleton 4 | HP 2/4 DR 5/bludgeoning | Init +6, Per +0, darkvision | AC 16 T 12 FF 14 | CMD 14, CMB +2 | Fort +0, Ref +2, Will +2 | Immune cold, Undead traits
You are here--->Rill Ozeanschild | HP 11/11 | Init +1, Perc +3 | AC 18 T 11 FF 17 | CMD 12, CMB +2 | Fort +3, Refl +1, Will +3 | Resist Cold 1
Hegio Aeminus | HP 8/8 | Init + 7, Per +3 [+3 if sight-based in bright light] | AC 14(12) T 12 FF 14(10) | CMD 12, CMB +0 | Fort +2, Ref +2, Will + 4 | mage armor (five minutes left)
Feathers (hawk familiar) | HP 4/4 | Init +3; Perc +14, low-light vision | AC 16 T 15 FF 13 | CMD 9, CMB +1 | Fort +2, Ref +5, Will +2
Moss-Fingers de'Morcaine | HP 12/12 | Init -1; Perc +3, low-light vision | AC 19 T 15 FF 14 | CMD 16, CMB +1 | Fort +3, Ref -1, Will +2 (+2 vs enchantment) | Immune Sleep
Varrus Lebeda | HP 9/9 | Init + 4; Per +10 (+11 traps), low-light vision | AC 17 T 14 FF 13 | CMD 14, CMB +1 | Fort +1 Ref +6 Will +1 (+2 vs enchantments) | Immune Sleep
Sahvi Copper-Scales | HP 11/11 |Init +2; Perc +5 | AC 15 T 15 FF 13 | CMB +4, CMD 19 | Fort +3, Ref +4, Will +2 |
Everyone is up!
| Varrus Lebeda |
No, I was not planning on taking a retcon.
Varrus, not having a bludgeoning weapon other than a sap, backs way.
He is not an 'adventurer' by background - he signed on as a caravan guard. "Carry a mace to fight skeletons" was not among the expectations.
Withdraw.
| Sahvi Copper-Scales |
Sahvi makes two dragon wing attacks. A wide, sweeping right hook misses the skeleton handily - perhaps because she is slightly off balance from her earlier acrobatics - but the twin left connects solidly with the skeleton's head with a dry, hollow thunk.
Unarmed 1: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14
B Dam 1: 1d6 + 6 ⇒ (2) + 6 = 8
Unarmed 2: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24
B Dam 2: 1d6 + 5 ⇒ (4) + 5 = 9
| Rill Ozeanschild |
In response to Moss-Fingers calling out the skeletons' weaknesses, Rill lowers her trident, instead attempting to bash the brittle undead with her shield.
Shield Bash: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12 against Skeleton 4
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Regardless of whether she hits or not, Rill will take a step toward Skeleton 3.
And Rill loses her shield bonus this turn, making her AC 16.
| Sahvi Copper-Scales |
Sahvi's eyes flicker - ever so briefly - to Rill, who's yet to land a strike against the skeletons, a tiny smirk pulling at her lips.