[GAME STARTS HERE]
DUNGEON MASTER: The two winged creatures flutter down and bite at Johan with their wide, metallic jaws, each clanking on Johan's armor and biting through for a total of 4 hp.
JOHAN D’ALMENTA/MESODIAS: Johan Initiative check: 1d20+4 = 6
JOHAN D’ALMENTA/MESODIAS: Mesodias Initiative check: 1d20+4 = 10
SOLAR CE’NEA: Solar Initiative 1d20+7=21
GRUNDIG: initiative 1d20+4=23
DUNGEON MASTER: As the creatures' jaws sink into Johan's flesh, he feels an uncommon drowsiness come over him, and Grundig, peering in through the door, see him slump over and drop to the floor as if asleep.
GRUNDIG: grundig curses as he has few spells left but desides to throw caution to the wind and casts burning hands. http://paizo.com/pathfinderRPG/prd/spells/burningHands.html#_burning-hands
reflex for half dam dc15
DUNGEON MASTER: One of the creatures is burnt quite badly, but the other manages to duck behind Johan's limp form and avoid most of the blast.
DUNGEON MASTER: The blast has the effect of distracting the creatures from finishing off Johan--they both make a beeline for the gnome, snapping at him with metal jaws, their leathery wings all a-whir.
DUNGEON MASTER: One of the creatures clamp down on Johan's leg, doing 3 points of damage.
DUNGEON MASTER: *grundig*
SOLAR CE’NEA: Solar casts ear piercing scream at one of the monsters, the one that has been singed by Grundig
3d6=11 and dazed for one round
DC15 Fort save means not Dazed and only half damage.
Solar then moves to prepare his Heavy crossbow
DUNGEON MASTER: The creature targeted by Solar shudders and drops limp to the floor.
JOHAN D’ALMENTA/MESODIAS: Mesodias rushes forward to Johan's side, swinging his heavy mace at the agile flying imp-like creature, driving his heavy mace into the floor in the same powerful motion (destructive smite & power attack)
To Hit (+1 heavy mace): 1d20+9-2PA = 17
Damage (+1 heavy mace): 1d8+7+6PA+3DS = 20
DUNGEON MASTER: Mesodias' mace crashes down on the nasty little creature, crushing it into the floor and utterly destroying it.
DUNGEON MASTER: [End rounds]
SOLAR CE’NEA: SOlar tries to identify what these things are Knowledge arcana 1d20+15=30
GRUNDIG: grundig rushes over to Johan grabbing his wand and casting cure light wounds on him 1d8+1=8
JOHAN D’ALMENTA/MESODIAS: Mesodias grunts quite pleased with himself as he removes his heavy mace with a satisfied squishing noise from the bloodied smear on the floor.
DUNGEON MASTER: Solar recognizes these creatures as Homunculi--nasty little creations of flesh and metal with bear-trap like snapping jaws. These appear to have had their jaws poisoned.
SOLAR CE’NEA: after identifying the creatures Solar congratulates Mesodius on his swing, then says, we had beeter see what we can do for Johan
JOHAN D’ALMENTA/MESODIAS: Mesodias gives Johan a swift kick to the chest, his idea of a soft poke to encourage him to wake from his slumber.
DUNGEON MASTER: [400 xp each for smacking the homunuculi about.]
DUNGEON MASTER: Johan's wounds close, but he does not awaken for another minute--the kicks and slaps tenderly administered by Mesodias ensure that Johan has several unexpected aches and bruises when his eyes finally open.
JOHAN D’ALMENTA/MESODIAS: Johan snaps upright in surprise, "What the.. what happ...?"
SOLAR CE’NEA: SOlar looks to see if the Homunculi have anything of value on them (and that they are tryly dead/inactive)
DUNGEON MASTER: The bodies are truly destroyed. Johan discovers no items of value.
GRUNDIG: "those creaturs did something to you that made you sleep or pass out the birnt cloths are from me" an embarrist but smug look creaps across grundigs face
JOHAN D’ALMENTA/MESODIAS: He looks around as he shakes off the poison in his veins, standing up as his vision clears from sitting up too quickly. "Nasty sons of bitches!" As Johan notices the charred corpse on the ground next to him he looks to Grundig with a sly grin of his ash covered face, "Your handiwork I see?"
SOLAR CE’NEA: Solar wonders if it is possible to capture the sleeping drug the homunculi used in their jaws
GRUNDIG: grundig gose about the prosess of cutting a limb from the small creaturs
DUNGEON MASTER: Solar thinks it could possibly be done, though he would probably need to have some skill with alchemy to accomplish it.
SOLAR CE’NEA: Solar asks his comapnaions if any of them have any skill of Alchemy and explains why
DUNGEON MASTER: Grundig sucessfully retrieves a small leathery wing to add to his collection.
JOHAN D’ALMENTA/MESODIAS: Johan shrugs his shoulders, "I'm not versed in poison handling. I'd sooner end up on the floor again then do anything useful with whatever remains on their metal jaws."
JOHAN D’ALMENTA/MESODIAS: Mesodias uses one charge of the Cure Moderate Wounds wand on Johan
CMW: 2d8+2 = 12 hp cured
SOLAR CE’NEA: Fair enough my friend, you bore the brunt of their attack. Are we ready to try and go up stairs? Does anyone else need any attention for healing etc?
GRUNDIG: "one seckend " grundig go's out hte room anc returns a few seckends later holding a finger of his kin
JOHAN D’ALMENTA/MESODIAS: "I'm a glutten for punishment, I'll head upstairs. My wounds are not lethal, nothing a stiff drink won't cure." Johan hides the slight limp as he makes his way up the trapdoor. Johan shakes his head at the gnome's unusual fetish for trophy collection. Being a ranger the skinning of animals was common however from humanoids wasn't something he wasn't familiar with.
SOLAR CE’NEA: Just check the trap hasn't reset Solar says as johna goes up the ladder
SOLAR CE’NEA: SOlar cast dancing lights for his companions comfort
DUNGEON MASTER: Solar ascends the stairs and peers about the small room.
Strange art and artifacts--masks, paintings, and parts from exotic beasts--from distant lands fill this tower room. Another ladder rises upward to a trapdoor in the ceiling.
SOLAR CE’NEA: Solar comes up with Johan and casts detect magic around the room
GRUNDIG: grundig starts making his way up the ladder to see what Johan has found
SOLAR CE’NEA: SOlar looks around the room for hidden doors compartments etc. Percpetion 1d20+5=20
JOHAN D’ALMENTA/MESODIAS: Johan looks to Solar, "Any of this art stuff valueable?"
JOHAN D’ALMENTA/MESODIAS: Johan searches the ladder ascending further for any magical or mundane traps.
Perception check (traps): 1d20+11+3 = 25
SOLAR CE’NEA: SOlar looks at the art and tries to figure out their value and has absolutely no clue as they are not familair to them (rolled a 1)
DUNGEON MASTER: Solar discovers no sources of magic, nor does he find any secret doors.
DUNGEON MASTER: Johan discovers a circle of written runes on this trapdoor, very similiar to the ones he found on the door below.
GRUNDIG: grundig sirches for any hidden hidy spots or doors
DUNGEON MASTER: Without too much effort, Solar discovers an Ebony tribal mask and a silver torc that look like they may be valuable. Grundig discovers that a pair of mammoth tusks have some writing engraved on their surface.
DUNGEON MASTER: Nobody discovers any secret doors.
GRUNDIG: grundig turns to Johan let me get this one my frend and rumages arround in his sack grbbing something out telling the others to go down the ladder
JOHAN D’ALMENTA/MESODIAS: "We have another magical rune on his trapdoor so please stand back while I attempt to remove it," replies Johan as he begins to sweat thinking about more flying imps waiting on the other side.
JOHAN D’ALMENTA/MESODIAS: Johan stops as Grundig replies.
GRUNDIG: grundig puts a finger in each ear and starts making his way up the ladder
JOHAN D’ALMENTA/MESODIAS: "Wait, I wouldn't do that if I were you!" Then Johan realises what is happening, "What the hell?"
DUNGEON MASTER: Grundig climbs up the ladder with two very grisly fingers poking out of his ears.
SOLAR CE’NEA: SOlar is about to ask if he can see the writting on the tusks then decides against it for now when he sees what Grundig is doing
DUNGEON MASTER: Solar easily recognizes the writing as arcane--however, he would have to take some time to study it before he could say what it said.
GRUNDIG: grundig grimmisess as he opens the hatch
GRUNDIG: fort save 1d20+7=17
DUNGEON MASTER: The fingers in Grundig's ears, while stylish, do only a little to protect him from the tremendous sonic boom that rattles the entire top floor. Blood dribbles out of the gnome's nose, and also quite incidently blasts the grisly fingers out of his ears.
DUNGEON MASTER: Of more immediate concern is the nasty flying creature that immediately flutters down to attack.
DUNGEON MASTER: [Initiative please.]
GRUNDIG: initiative 1d20+4=10
JOHAN D’ALMENTA/MESODIAS: Johan Initiative check: 1d20+4 = 14
Mesodias Intiative check: 1d20+4 = 15
SOLAR CE’NEA: Solar Initiative1d20+7=13
DUNGEON MASTER: Grundig takes 7 damage from the trap.
DUNGEON MASTER: The horrible little homunculi's jaws snap down on Grundig's body--luckily for the gnome, the attacks fail to land.
JOHAN D’ALMENTA/MESODIAS: Mesodias slowly chuckles as the noise of the trap triggering echoes within the room. Mesodias straps his heavy mace across his back (move action) and slowly makes his way up the ladder to inspect the damage (standard action)
SOLAR CE’NEA: Solar climbs up the ladder and is greatly surprised to see a Humonculi but Solar is heartened by the fact he was able to take one of them down already uses ear piercing scream at the remaining monster
3d6=12 and dazed for one round
DC15 Fort save means not Dazed and only half damage.
JOHAN D’ALMENTA/MESODIAS: Johan follows Mesodias, sheathing his longsword into his shoulder scabbard before climbing up the ladder.
DUNGEON MASTER: The creature takes some damage from the blast but is clearly not stunned.
GRUNDIG: grundig jumps off the ladder to the ground
then casts a spell causing fire to hovver above his hand http://paizo.com/pathfinderRPG/prd/spells/produceFlame.html#_produce-flame
then throws the ball of fire at the flying creature (ranged touched attack) 1d20+7=12 dam 1d6+1=4
DUNGEON MASTER: The bolt whizzes past the creature to impact on the ceiling. In turn, the creature flutters down and snaps again--ineffectualy--at the gnome.
JOHAN D’ALMENTA/MESODIAS: Mesodias ignores the sudden burst of fire and smell of ash as a sneering grin slowly creeps across his face as he readies and swipes at the creature with his heavy mace (destructive smite & power attack)
To Hit (+1 heavy mace): 1d20+9-2PA = 23
Damage (+1 heavy mace): 1d8+7+6PA+3DS = 18
DUNGEON MASTER: Mesodias' attack crushes the creature into smitherines.
DUNGEON MASTER: [Off rounds. 400 xp for all.]
SOLAR CE’NEA: Solar looks at Grundig and says, how are you going my small friend
DUNGEON MASTER: The heroes poke their heads up into the next room to discover a fairly empty space. Slatted timber openings cover the windows of this towertop room, 60 feet above the ground.
GRUNDIG: "no thanks i had a drink a while ago" as he shaks his head trying to get the ringing out of his ears
SOLAR CE’NEA: SOlar says to his companions, Dare we open the windows?
DUNGEON MASTER: [It is now about 6:45 pm, 45 minutes after sundown.]
SOLAR CE’NEA: He then casts detect magic to look around the room
DUNGEON MASTER: Solar discovers no magic.
JOHAN D’ALMENTA/MESODIAS: Johan gives the room a quick scan for any obvious threats.
Perception check: 1d20+11 = 19
GRUNDIG: grundig sirches the room looking for any hidden compartments
DUNGEON MASTER: Johan discovers no threats, and Grundig discovers no secrets.
DUNGEON MASTER: The room appears to be relatively unused. There is a layer of dust on the floor, and cobwebs decorate the corners.
SOLAR CE’NEA: SOlar opens the windows and asks his gnok=me friend (with low light vision) to see if he can see a pathway or walkway on the roof from this room. Solar is puzzled why there is a room with nothing in it
SOLAR CE’NEA: Solar renews his dancing lights spell to help with the investigation
GRUNDIG: i think we have found everything where going to what do you think we should do with the creaturs below should we go to the temple and get one or two of the preasts
JOHAN D’ALMENTA/MESODIAS: "I don't think this room has anything of value. If we decide to leave don't forget we must conceal our faces when we leave to avoid complications with the towns folk. Now would be a good idea to discuss if we are to alert the city watch of this place, oh and also what we are to do with the zombies below?"
GRUNDIG: grundig checks for a parthway out of the window
SOLAR CE’NEA: They told us what we needed to know and said they wanted to come to the temple with us. Perhaps if we cover them and all go to the temple together
DUNGEON MASTER: The dancing lights clearly illuminate the top of the tower--Grundig sees little of interest, but for the steep decent down the tower and the roof eaves directly overhead.
SOLAR CE’NEA: Solar suggests that as they go down they should take as much of the artifacts they can (particularly the ones with arcane writing on them)
GRUNDIG: i think it would be better to bring the preasts to them rather than risk someone seeing them in the street
SOLAR CE’NEA: Soalr asks his companions if he cna spemd 20 mins trying to disern the writing on the tusk
SOLAR CE’NEA: Spellcraft check 1d20+10=28
DUNGEON MASTER: Solar discerns that this is a spellbook of sorts, containing the spells bull's strength, ice storm, and phantom steed.
DUNGEON MASTER: The tusks weigh 20 pounds each.
JOHAN D’ALMENTA/MESODIAS: "I am happy to suggest to the city watch that we approached this place with the best intensions of gathering more evidence for the trial, after being welcomed in they set their flesh golem dog onto us and attacked. It was obvious self defence on our part, they attacked us as they knew we were onto them in regards to the public trial and our sudden appearance at their business."
"What it comes to those zombies below I really don't care either way how we deal with them. Set them free and let them live out their unnatural lives or put them out of their misery. I won't lose sleep whatever decision we make."
SOLAR CE’NEA: Solar suggests taking Ebony tribal mask and a silver torc that look like they may be valuable
SOLAR CE’NEA: Well they did say they wanted to come to the temple with us to see the priests. I say bring them with us and leave the Lady of the Graves deal with them
JOHAN D’ALMENTA/MESODIAS: "If they are happy to come with us without incident, not only from us but the townsfolk. You are right they definately need to be covered up in some manner."
SOLAR CE’NEA: SOlar asks to look t the vials again to see if he can identify what the liquid is in them knowledge Arcana 1d20+15=34
DUNGEON MASTER: It appears to be a rare alchemical substance--Solar's best guess is that it is intended to be injected into subjects, based simply on the fact that it was discovered alongside syringes.
GRUNDIG: grundig sergests going to the temple to fetch some preasts but sergesting that they look out the windows to check for any crowds gathering
GRUNDIG: grundig looks arround for any sighn of troble outside.
DUNGEON MASTER: Grundig sees nothing of notice happening nearby. This building stands on the egde of town, and seems generally to be a place avoided by locals.
GRUNDIG: grundig makes his way out of the building with the others donning his hood (not before picking up his fingers)
DUNGEON MASTER: Grundig steps out into the night.
GRUNDIG: heading towards the temple
SOLAR CE’NEA: Solar Stelath 1d20+5=19
GRUNDIG: stealth 1d20+13=28
JOHAN D’ALMENTA/MESODIAS: Johan Stealth check: 1d20+13 = 21
Mesodias Stealth check: 1d20+16
JOHAN D’ALMENTA/MESODIAS: Mesodias Stealth check = 1d20+4 = 16
GRUNDIG: grundig makes his way along the street keeping to the shadows
SOLAR CE’NEA: SOlar tries to follow in kind with Grundig
DUNGEON MASTER: The party of heroes makes their way through the city night. There seems to be a great deal of drinking going on this evening, even by Lepidstat's festival-atmosphere standards. Although the heroes slip through unnoticed, it takes little effort to detect the surly mood of many of the celebrants.
DUNGEON MASTER: Soon, the heroes arrive at the temple of Pharasama, where they are greeted by a black-robed alcolyte.
GRUNDIG: grundig greets the acolite at the door "we have found something that we need some help form the temple we wish for a few of your preasts to acompany us to bear witness and also help detirmon what should be done.
DUNGEON MASTER: After some discussion, the temple agrees to send a pair of priests to see what this exceptional group of outsiders has turned up.
The group makes their way back through the city, to the business of Vorkstag & Grine's at the southern end of town.
GRUNDIG: grundig leads them through the factory to the water filled chamber.
GRUNDIG: explaining the ordeal the group has been through as they go
DUNGEON MASTER: The clerics are taken aback by the appearance of the chamber, and even more so by the intelligent undead which greet them. After interviewing the pair of zombies, they close the door and confer with the heroes.
"I fear we cannot do much for these two, but we may try. If it is acceptable to you, we will take them back to the temple and treat them as we may. Do you require any aid from them, as per the deal you made?"
SOLAR CE’NEA: That depends if you think they would be accepted as evidence in the ongoing trial agains the beast. Do you believe the court will let you bring them in?
DUNGEON MASTER: "They need not be brought into the open court, I think, but we could take their testimony before a court-appointed scribe. If that is acceptable with the defense council, of course."
SOLAR CE’NEA: That would be acceptable.
SOLAR CE’NEA: we thank you for your assitance in this disturbing manner
DUNGEON MASTER: "May the lady guide your paths."
SOLAR CE’NEA: May she judge you quickly and fairly
GRUNDIG: can you take cear of them untill the morning when we can bring a scribe of the court to take there veedance
DUNGEON MASTER: "Certainly."
With that, the party hands over the vials, and the clerics soon depart with the pair of unfortunate zombies in tow.
DUNGEON MASTER: [600 xp each for dealing with that matter.]
JOHAN D’ALMENTA/MESODIAS: Johan Steaht check: 1d20+13 = 21
Shadow Stealth check: 1d20+7 = 19
Mesodias Stealth check: 1d20+4+20 = 36
SOLAR CE’NEA: Solar casts Invisability on Mesodius and himself so they can get to their home in safety
GRUNDIG: grundig makes his way back to the house sticking to the shadows
DUNGEON MASTER: The party slips back through the streets apprently undetected, with Mesodias' invisible clanking drawning no particular notice from the drunken citizens who are beginning to crowd the inns and taverns.
DUNGEON MASTER: The butler, as ever, is at the door to greet the returning heroes and shortly directs the servants to prepare hot baths.
DUNGEON MASTER: [It is now about 7:45 pm.]
JOHAN D’ALMENTA/MESODIAS: Mesodias uses his final healing channel before we retire for the night.
3d6 = 12 ho healed
JOHAN D’ALMENTA/MESODIAS: Johan will reset five snare traps along the balcony doorways into their rooms before the retire for the night with suitable watches set.
SOLAR CE’NEA: Soalr puts the stone of alarm on the front door
SOLAR CE’NEA: Redact. Solar puts the stone of alarm on Kendras door
DUNGEON MASTER: The snares are set, the spells are cast, and the party turns to bed for a fitful--if we-deserved--sleep. The night passes uneventfully, until about 12:30, during the middle of Johan's watch...
JOHAN D’ALMENTA/MESODIAS: Perception check: 1d20+11 = 18 (22 vs humanoids) (20 vs. undead)
DUNGEON MASTER: Johan is walking his normal patrol route, when he spots the butler climb the stairs. The man quickly waves Johan over. "Master D'Almenta--there's a man at the door asking for you. One Mr. Kaple?"
JOHAN D’ALMENTA/MESODIAS: "Let me check this out first before we let anyone inside as a safety precausion at this late hour."
Johan moves silently, within the shadows to inspect who is outside first before making any decision to wake the others or let the Barrister inside.
Stealth check: 1d20+13 = 28
Perception check: 1d20+11+4 = 24
DUNGEON MASTER: The man standing at the door certainly appears to be Barrister Kaple--a bit dishcheveled, by the looks of things--he seems to have forgotten his robe, and he is leaning against the door frame as if to support himself.
JOHAN D’ALMENTA/MESODIAS: Johan watches his demenour, his body language for any sign of duress as Gustav waits outside the door.
Sense Motive check: 1d20+4+4 = 28
DUNGEON MASTER: The man at the door is displaying no signs of immediate fear for his personal well-being.
JOHAN D’ALMENTA/MESODIAS: Johan curses under his breath, before moving silently to the front door. He will open the door, pulling the Barrister inside before barring it again.
DUNGEON MASTER: Johan heads down the stairs and pulls the barrister in. The man is somewhat surprised by Johan's behavior, but his shock quickly gives way to urgency.
"Jo-o-ohan! T-t-the citizens! They have started to become somewhat upset--about the trial, I mean--and they are gathering in the square. I f-f-fear for what they will do. The guards, the town watch--they do not c-care for the Beast... there is nothing to stop them if the mob turns v-v-violent... I am con-con-concerned!"
JOHAN D’ALMENTA/MESODIAS: "Damn it! Follow me we must wake my companions and prevent them from harming the Beast and the city guard watching him. You know he is innocent!"
Johan quickly moves up the stairs to wake him companions and explain the Barristers fears.
DUNGEON MASTER: [GAME ENDS HERE]