Chronicle sheets are listed below, if you cannot access them or there is an error please let me know. I will work on the cinematic finish for you guys monday. Feel free to go ahead and venture to other games. Sorry for the delay in the finish, life happens.
Thanks for sticking with this. I hope you all enjoyed yourself!
Ok so the main storyline is mostly completed... there is one more "scene" so to speak, but yes technically you have completed the mission by stopping the alchemist.
There are also a handful of other rooms yet to be explored... but there are a couple of combats that you guys will destroy and 1 trap that Saarai will eat for lunch.
If you guys want to continue and play it out I totally will, or if yall choose to leave with the Alchemist now I will cinematically describe the rest of the scenes and we can get to the paperwork stage.... although it will be friday before I can send out chronicle sheets if thats the choice.
oh and lets go ahead and get our PFS info posted:
The flurry of attacks from the party rends both zombies and leaves them in piles of various zombie parts.
A thorough search of the room will find tons of alchemical writings and supplies.
It also will reveal a secret doorway in the wall next to Old Iron
and the 10 foot wide hallway leads off to the North.
Molos's Acid Splash hits the Vat Zombie burning a small hole.
Evads unarmed strike seemed to be not quite hard enough to damage the zombie.
Petronicus's flail strike swings wide of both creatures.
In response the Vat Zombie swings its dripping arms at Evad.
Slam: 1d20 + 4 ⇒ (11) + 4 = 15
but his Monk reflexes are much too fast.
Mr. Marrow than takes a swing at the giant Petronicus.
Slam: 1d20 + 4 ⇒ (3) + 4 = 7
and they are both ineffective.
Mr. Marrow adjusts forward and takes a swing with his zomiberiffic arms.
Slam: 1d20 + 4 ⇒ (1) + 4 = 5
and obviously he was too distracted by his master falling.
The Vat Zombie will also take a swing at Petronicus.
Slam: 1d20 + 4 ⇒ (7) + 4 = 11
It is a slightly better aimed attack... but it is still ineffective.
Svillenius begins bleeding on the floor
Stabilize: 1d20 ⇒ 6
and the blood pool begins to grow.
@Saarai, you cant technically ready an action outside of combat, but I am going to go ahead and trigger combat and will allow that to be your first round action, Since Petronicus getting large inside the lab is def a hostile action, your spell casing will just add to the hostile action list.
"AHHHHH, FINE! Mr. Marrow, please dispose of our guests, oh and take your friend along!"
With his final word Mr. Marrow lurches towards Petronicus and at the same time the glass of one of the vats blows open!
Evad: 1d20 + 3 ⇒ (9) + 3 = 12
Saarai's Snowball goes flying at the alchemist and smashes into his head as hoped, dealing 14 points of damage and staggers him!
Fort Save: 1d20 + 7 ⇒ (5) + 7 = 12
Molos, Petronicus and Evad may now take their Round 1 Actions.
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The alchemist sticks his head around the corner with a bag of gods knows what sticking out of his mouth.
"GEmmmhmmm I Remmmmmmm"
He stops and spits out the bag.
Mr. Marrow advances slowly towards the door.
A stone staircase fills this small chamber, curving up in a spiral to disappear through the ceiling. A quick trip up the staircase reveals a secret door that leads into the upper level of the Godsmouth Ossuary.
The acrid stench of chemicals and reagents fills this chamber, and the walls are marred by strange stains and scorch marks. Several tables are scattered about the room, covered in a bewildering plethora of glassware, alembics, retorts, tubes, simmering cauldrons, and smoking beakers full of brightly colored liquids. Scattered pages of written notes in a crabbed hand lie strewn about the chamber. A large alcove in the northwest corner contains a bookshelf groaning under the weight of heavy, dusty tomes and scrolls. Three large glass vats stand against the eastern wall, filled with bubbling green fluid. Floating within the vats are three grotesque objects - putrescent corpses, tubes and wires embedded in their rotting flesh, their skin discolored with decay and chemical stains.
Toiling away in front the stacks of alchemical supplies is a hunched man with a frenzy in his eyes. His hands moving across the table grabbing a vial of this or a beaker of that.
He barely notices the party enter the lab but does glance up for a moment.
"Oh... uh.. hello..... Sorry, I am quite busy and don't have time to guests at the moment."
The alchemist turns towards the large glass vat and says:
"Mr. Marrow, please show our guests out.
From behind the glass vat a well dressed obviously undead creature shambles around and towards the party with a single arm raised towards the door.
Evad's fist beat into the zombies flesh, and only through the concentrated force does he make a dent.
The zombie ponders for a second on his situation.... and then thrashes around on the floor, swinging his zombie appendages at [ooc]A target chosen randomly]
1=Evad, 2=Petronicus, 3=Ahto: 1d3 ⇒ 1
Prone Slam: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
but it is fruitless flailing.
Saarai and Evad may now take their Round 4 actions, Petronicus, Old-Iron, and Crack-Jawed may take their round 3 actions. Molos is still in delay
"Grrreeeshhhshshss" Which if you spoke Zombie means, "oh no, how could you kill my friend?"
The alchemical creation, clearly enraged by the death of the skeleton, turns to Evad and takes a swing.
SLAM: 1d20 + 4 ⇒ (17) + 4 = 21
the gooey arm slams into Evads head as he removes his foot from the boney skull that he just crushed.
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Saarai, Molos, and Crack-Jawed are in Delay. Petronicus and Old Iron may now take their Round 2 Actions, Evad can take his Round 3 Actions.
The zombie will slam his two gooey undead arms down as you move past him.
SLAM: 1d20 + 4 ⇒ (15) + 4 = 19
but that bounces harmlessly off of Old Irons scaley exterior.
The skeleton, too dumb to think to let you pass, will stand his ground and swipe with a claw.
CLAW: 1d20 + 2 ⇒ (12) + 2 = 14
but the sudden rush of the nagaji throws him off balance, knocking him on his bony ass with his claw going wild.
Saarai's arrow whizzes just past the skeletons shoulder as it starts to move forward. These have slightly improved AC
The skeleton then steps forward triggering Evad's strike which goes a bit wide.
The skeleton responds with 2 claws of his own.
Claw: 1d20 + 2 ⇒ (1) + 2 = 3
But he misses all the same. The zombie seeing his skeletal pal having a hard time charges to Evad's side and has a swing.
Charging Slam: 1d20 + 6 ⇒ (1) + 6 = 7
but doesn't do any better.
Molos, Petronicus, Old Iron may now take their round 1 actions and Evad and Saarai may take their round 2 actions.
The door opens into a short hallway, it then opens further into a room. The original purpose of this plain stone room has been lost to history, but numerous footprints have disturbed the dust covering the floor.
The room is not empty however, but contains two creatures that look familiar but with some peculiarities. The skeleton and zombie in front of you are both coated with odd colored slimes and powders. These creatures looked to have been pieced together and animated alchemically as opposed to some dark necromantic ritual.
Upon entering the room the two creatures turn and do not appear to be happy to see you.
Saarai and Evad may take their round 1 actions.
After a thorough check of the door to determine that it is not trapped it pushes open with relative ease.
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.
Upon searching the room the party will find two things of interest. First the "door" in the west wall appears, upon closer inspection, to be one solid featureless piece except for a strangely shaped depression in the middle. Second after moving curtains and aside and stirring up a bit of the dust, a third door is discovered behind the curtains.
Other than the doors, curtain, and dust this room is empty and appears to have been unused for quite some time.
We had been told when reporting Silverhex only to reporting the GM name. I guess it doesnt hurt to report the players if you know them and if its the same players for all 6.
As far as table counts at the last convention I GMed their was 1 table of Silverhex Chronicles reported per session that was ran, this was true whether the GM ran 1 quest or 6 quests during that allotted time.
Allright I will go ahead and run the next round of actions, Molos still has a Round 3 action.
The skeletons continue their mindless but fruitless assault.
Claw: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Out of frustration the skeletons start clawing each other and slowing just beat each other down out of sheer frustration and pointlessness.
The 2 remaining skeletons seeing that they are too close for ranged weapons open their boney claws dropping their bows and then attacking viciously with their claws, their broken scimitars are left hanging on their belts. With some semblance of tact they step to either side of Old Iron hoping in their brainless skulls to confuse him.
Claw: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
And it seems their claws are just as ineffective as their bows against the tough-hided lizard.
Round 3 actions for everyone now!
Crack-Jaweds Morning Star crashes down just as Evad unleashes his fists of fury and the last hand falls limp. Evad can move down the hall to assist because the first attack dropped it
Old Iron takes the arrow to the shoulder dealing:
He then responds with a raging halberd and rips another skeleton in half.
I moved both Petronicus (double move) and Evad (single move)
The three skeletons almost in unison take a step backward (5 foot step] and let loose a set of arrows.
Shortbow: 1d20 + 2 ⇒ (9) + 2 = 11
Only one of them even comes close but bounces harmlessly off of Old Irons armor.
Gotta love basic skeletons with a +2 to hit against AC 24
Saarai, Evad, Petronicus, and Old Iron may take their Round 2 Actions.