[GAME STARTS HERE]
DUNGEON MASTER: [Discovering both the papers in the strongbox and the vial in the cellar (1,200 XP each for the papers and the vial).
Defeating the Flesh Golem Hound: 600 xp each.]
JOHAN D’ALMENTA/MESODIAS: 29136 Xp in total
DUNGEON MASTER: The party is standing in the small courtyard in the aftermath of a fierce, but short battle. The hound's howl still lingers in the cold autumn air.
SOLAR CE’NEA: Solar passive perception 1d20+5=9
Solar Passiver percpetion check 1d20+5=25
GRUNDIG: perception =1d20+13=18
JOHAN D’ALMENTA/MESODIAS: Johan Perception check: 1d20+11 = 19
Johan Perception check: 1d20+11 = 17
Shadow Perception check: 1d20+6 = 12
Shadow Perception check: 1d20+6 = 18
Mesodias Perception check: 1d20+8 = 28
JOHAN D’ALMENTA/MESODIAS: Mesodias Perception check: 1d20+8 = 12
JOHAN D’ALMENTA/MESODIAS: Mesodias hands Grundig the Wand of Cure Light Wounds (7 charges left)
DUNGEON MASTER: There is a single solid wooden door opening to the north, and a pair of double wooden doors to the west. Additionally, there is a large pair of doors opening on the second floor to the west.
DUNGEON MASTER: The party hears the sound of muffled movement from the east.
DUNGEON MASTER: *west*
DUNGEON MASTER: *east*
SOLAR CE’NEA: SOlar silently signals towards the eastern days and mouths... better to get those noises over with. try to surprise them
JOHAN D’ALMENTA/MESODIAS: Mesodias expends a charge of the Wand of Cure Light Wounds on Johan to cure the injuries fro the flesh golem hound.
2d8+1 = 15 hp healed
2d8+1 = 13 hp healed
(2 charges used)
SOLAR CE’NEA: Solar points to the locks signalling to Johan to see if he thinks they will be easy to open
DUNGEON MASTER: Both the doors are equipped with locks; it's unclear whether they are acutally locked shut at this time.
JOHAN D’ALMENTA/MESODIAS: Johan quickly moves over to the doors, inspecting the lock for any trap before testing the locks difficulty in opening.
Perception check (traps): 1d20+11+3TF = 28
SOLAR CE’NEA: SOlar has his crossbow at the ready
DUNGEON MASTER: Johan discovers no traps.
GRUNDIG: grundig moves to the edg of the compound
JOHAN D’ALMENTA/MESODIAS: Disable Device check: 1d20+16 = 25
SOLAR CE’NEA: SOlar listens at the door percpetion 1d20+5=21
DUNGEON MASTER: Solar hears no further noise in this direction.
DUNGEON MASTER: After some effort, Johan manages to pick the lock on that door.
JOHAN D’ALMENTA/MESODIAS: Johan whispers, "Are you guys ready to go in?"
As he waits for their reply he drinks a potion of cure light wounds to heal the remainder of his injuries from the flesh golem.
JOHAN D’ALMENTA/MESODIAS: Hit Point healed: 1d8+1 = 8 hp healed
JOHAN D’ALMENTA/MESODIAS: Johan moves over to Solar as he indicates towards the double door he is standing at.
Perception check (traps): 1d20+11+3TF = 25
JOHAN D’ALMENTA/MESODIAS: Disable Device: 1d20+16 = 27
DUNGEON MASTER: Johan discovers no traps and sucessfully picks the lock.
JOHAN D’ALMENTA/MESODIAS: Johan whispers to Solar, "Did you want to step back before we open this?"
JOHAN D’ALMENTA/MESODIAS: Mesodias prepares his heavy crossbow. Johan prepares his longbow before they open the door.
SOLAR CE’NEA: I'll get behinf the cart with my crossbow or a distance spell
JOHAN D’ALMENTA/MESODIAS: Mesodias opens the door with a free hand before gripping his heavy crossbow for any sign of movement within the building.
GRUNDIG: grundig takes some cover behind the wagon
SOLAR CE’NEA: Solar has his heavy cross bow ready and has his light crossbow on the cart ready to fire once his heavey crossbow has been fired
DUNGEON MASTER: The door creaks open, revealing a trio of ugly faces, filled with ivory tusks, matted fur, and scaly flesh. They raise their clubs and leap to attack.
JOHAN D’ALMENTA/MESODIAS: Johan Initiative check: 1d20+4 = 15
Mesodias Intiative check: 1d20+4 = 19
SOLAR CE’NEA: Initiative 1d20+7=25
GRUNDIG: initiative 1d20+4=18
DUNGEON MASTER: As Mesodias heaves the door open, the sound of a nasal voice reciting arcane words can be heard from the double doors above. A shadowy sphere of darkness, 20' in radius, springs into existance, and hurtles down into the middle of the courtyard. Solar's dancing lights can no longer be seen.
[The courtyard is now enveloped in darkness--creatures without darkvision cannot see and suffer a 50% miss chance.]
SOLAR CE’NEA: Solar delays his casting until he can see
JOHAN D’ALMENTA/MESODIAS: Mesodias panics now faced with sudden darkness, unsure of what to do he closes the door he just opened and braces himself against it.
DUNGEON MASTER: The creatures, apparently as stunned by the sudden spell as the party, do not resist the door being closed in their faces.
GRUNDIG: grundig casts detect magic to see if he can see the sorce of the ldarkness spell
GRUNDIG: perception 1d20+13=24
DUNGEON MASTER: The sounds of Grundig scrambling over something big can be heard in the darkness.
JOHAN D’ALMENTA/MESODIAS: "Shit! If we cant get rid of this darkness we should pull back." Johan searches the two five foot squares behind him for a stone or coin he noticed for a brief second as it was thrown down from the level above.
DUNGEON MASTER: Johan finds nothing close at hand.
JOHAN D’ALMENTA/MESODIAS: Mesodias Strength check: 1d20+4 = 17
DUNGEON MASTER: The creatures on the other side appear to be hurling themselves against the door. Johan's side opens without resistance, whereas the creature on Mesodias' side struggles to open the way against the brute. In the end, it succeeds, and the door can be heard creaking open in the darkness.
Moments later, the sound of wooden clubs smashing against metal ring through the magical night.
DUNGEON MASTER: A wooden club smashes against Johan's shoulder, dealing 8 points of damage. Mesodias too is targeted in the darkness, but by sheer luck he avoids the club.
But there is another sound--a whirring blade that whizzes down from above, landing with a sickening thunk in Solar's flank. [10 points of damage, plus a fort save vs. poison, please.]
SOLAR CE’NEA: Fort save =1d20+4=22
Solar casts invisability and moves towards the doors
SOLAR CE’NEA: SOlar whispers to johan I can make you invisable and we can go take out the bastard that threw the darkness
JOHAN D’ALMENTA/MESODIAS: Mesodias drops his heavy crossbow and prepares himself with his heavy mace. "Oooghh hihhss," he replies in frustration.
Mesodias swings his heavy mace in front of him towards the doorway in case one of the beasts stands there.
50% Miss chance: 98%
To Hit (+1 heavy mace): 1d20+8 = 18
Damage (+1 heavy mace): 1d8+7 = 13
DUNGEON MASTER: Luck is with Mesodias--his sword crashes down on flesh and metal. The cries and snarls of a stricken beast can be heard in the darkness.
JOHAN D’ALMENTA/MESODIAS: http://www.obsidianportal.com/campaigns/beer-dice/characters/grundig
SOLAR CE’NEA: Grundig grabs the pebble and places it in his pouch (move) and then casts flaming sphere to hit the figure on the top floor
3d6 points =10
Can Move 30 feet in a round
100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level Round 1 of 6
Saving Throw Reflex negates; Spell Resistance yes
DUNGEON MASTER: The sound of nasal cursing can be heard from the upper floor, and the sallow face pulls back from view.
JOHAN D’ALMENTA/MESODIAS: Johan commands Shadow to move back into the corner and stay (free action). Johan quick draws his trusted magical longsword before stabbing the creature before him once, then slashing across its shoulder with a blinding second strike (power attack)
To Hit (+1 keen longsword): 1d20+11-2PA = 21
Damage (+1 keen longsword): 1d8+7+6PA = 20
To Hit (+1 keen longsword): 1d20+6-2PA = 15
Damage (+1 keen longsword): 1d8+7+6PA = 19
DUNGEON MASTER: Johan easily dispatches not one, but both creatures standing before him.
DUNGEON MASTER: The remaining creature runs into one of the corners and takes up a defensive position behind one of the barrels.
DUNGEON MASTER: No further sounds issue from upstairs.
DUNGEON MASTER: This chamber contains numerous boxes, crates, and bales of straw. It appears to be some sort of storage room.
SOLAR CE’NEA: SOlar whispers to Johan, you seem to have these guys under control, I am going to go gently exploring whilst invisable
SOLAR CE’NEA: SOlar moves to the door at the east and tries to open it and stands behind the open door
DUNGEON MASTER: This simple stable contains two stalls filled with straw, one of which holds an ancient horse one step away from the knacker’s yard.
JOHAN D’ALMENTA/MESODIAS: Mesodias offers a sadistic sneer as he moves quickly forward to crush the creature with his heavy mace.
To Hit (+1 heavy mace): 1d20+9-2PA = 20
Damage (+1 heavy mace): 1d8+7+6PA = 18
DUNGEON MASTER: Mesodias smashes the groveling creature into the ground. It's blood splatters on the walls and seeps into the straw-covered floor.
DUNGEON MASTER: [Off rounds.]
JOHAN D’ALMENTA/MESODIAS: Mesodias grunts in satisfaction as he smeers the blood from the creature off his heavy mace.
SOLAR CE’NEA: Grundig cancels his flaming sphere
SOLAR CE’NEA: SOlar says I am still invisabile, if you guys wat to search these rooms, I will open the other door and scout around a little.
DUNGEON MASTER: From somewhere to the north comes a terrible scream, like that of a woman. It ends abruptly.
JOHAN D’ALMENTA/MESODIAS: "Sounds fine to me, don't mind a breather after that just be safe and don't forget you still make noise as you move."
SOLAR CE’NEA: Thanks for the warning. Solar tries to move silently and walks to the unlock door and opens it Stealth check 1d20+5=17
JOHAN D’ALMENTA/MESODIAS: Johan quickly searches around for items of interest.
Johan Perception check (search): 1d20+11 = 20
Mesodias pokes around with his heavy mace, checking for anything of valuable.
Mesodias Perception check: 1d20+8 = 17
Grundig searches for any incriminating items or things of value while they wait for Solar to search to the west.
Perception check: 1d20+13 = 31
SOLAR CE’NEA: Solar perception check 1d20+5=16
DUNGEON MASTER: The party discovers the following items hidden in the storage rooms: 12 vials of alchemist’s fire, 12 vials of liquid ice, 10 smoke pellets, 10 smokesticks, and six bottles of bleach with the same labels as the one found in the Sanctuary. In addition, Grundig finds a bottle of Orisian Port, wrapped in a separate box and adorned with a red ribbon.
SOLAR CE’NEA: Solar does know local to identify the lady he sees 1d20+15=24
DUNGEON MASTER: The sudden cry similar to the creatures already encountered rises from the room to the north, where solar has gone on ahead to explore. In the next moment, his spell ends and he becomes visible. A sphere of darkness--which he had not noticed before--hurtles down from the wall above and envelops him.
[Initiative from Solar please.]
SOLAR CE’NEA: Ininiative 1d20+7=18
DUNGEON MASTER: A creature steps up somewhere in the darkness ahead of Solar, and a the sound of a long pole swinging through the air are all the warning Solar has. Unfortunately, it is not enough, and he goes flying down into the darkness below. [5 falling damage.] He lands directly upon the very angry creature he so recently knocked off the edge.
Somewhere above, the woman screams again. "Somebody, help me!"
SOLAR CE’NEA: SOlar covers his mouth with his cloak so as not to breath in the fumes and then withdrawls along the wall to the east to get away from the darkness
DUNGEON MASTER: The beast beneath SOlar grunts, flailing uselessly with its club.
JOHAN D’ALMENTA/MESODIAS: Johan Initiative check: 1d20+4 = 17
Mesodias Intiative check: 1d20+4 = 15
GRUNDIG: grundig moves to the edg of the darkness and casts detect magic and checks if he can see the sorce of the darkness
GRUNDIG: grundig yells "i can see it glowing on the other side of the wall i will try to get to it as soon as i can"
DUNGEON MASTER: The creature emerges from the darknes and rushes up to stand beside Solar, menacing him with its club.
There is movement somewhere above, and soon an axe comes come swooshing down, only to embed itself in the metal vat beside him.
SOLAR CE’NEA: Solar takes a 5 foot step back and does a perception check to try and hear if the being that cast darkness has moved or is still where he thinks it is perception 1d20+5=20
DUNGEON MASTER: Solar is unable to hear anything over the hubub.
SOLAR CE’NEA: Solar then casts stone call on where he thinks the caster is on the walkway above
SOLAR CE’NEA: Stone call A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast.
For the remaining duration of the spell, this debris covers the ground, making the entire area difficult terrain. At the end of the duration, the rocks disappear, leaving no aftereffects (other than the damage dealt).
SOLAR CE’NEA: 9 damage
DUNGEON MASTER: The sound of raining dirt and stone hails down on the eastern half of the room. The creature before Solar falls to the ground, and other creatures can be heard howling and falling to their deaths.
JOHAN D’ALMENTA/MESODIAS: Johan moves five foot forward, taking cover behind one of the crates on the floor as he takes a defensive stance from anything (not Solar) breaking the darkness. "What the fuck is going on in there? You know where we are," Johan calls out to Solar.
JOHAN D’ALMENTA/MESODIAS: Johan commands Shadow to stay behind him.
JOHAN D’ALMENTA/MESODIAS: Mesodias moves to take a defensive stance next to Grundig.
GRUNDIG: grundig moves into the darkness feeling for the wall and follows it arround outside the building untill he finds the other door and then heads towards the point of darkness
DUNGEON MASTER: There is the sound of another, horrified, scream above. Moments later an axe hurtles down from the darkness and embeds itself in Grunding's leg. [10 damage & fort save please.]
GRUNDIG: fort save 1d20+7=18
DUNGEON MASTER: A creature emerges from the side of the vat, looking down at Solar. It picks up a red flask and hurls it down at the sorcerer, where it explodes in a firey burst [11 damage.]
SOLAR CE’NEA: Solar casts web at the skinless man and the two remaining creatures
SOLAR CE’NEA: Web
Range medium (100 ft. + 10 ft./level)
Effect webs in a 20-ft.-radius spread
Duration 10 min./level (d)
Saving Throw Reflex negates;
SOLAR CE’NEA: DC17
DUNGEON MASTER: All three creatures are encased in the webbing.
SOLAR CE’NEA: Solar moves five feet to get cover from the skinless man
JOHAN D’ALMENTA/MESODIAS: "For Gorum's sake! We are coming through!" Johan spends two move actions moving fthirty foot along the wall looking for the doorway opening.
JOHAN D’ALMENTA/MESODIAS: Mesodias, not one to be left behind trudged into the darkness in search for some some combat.
GRUNDIG: grundig feels arround to the wall looking to see if he can find some way of getting down to the point of darkness and makes his way down climb
DUNGEON MASTER: Up above, Solar can hear the sounds of feet running down the walkway away from him.
Also somewhere up above is a whoosh, and the crackling sound of fire mingled with the screams that sound similiar to those of the beasts already encountered.
SOLAR CE’NEA: Solar attacks the skinless man with his heavy crossbow
Critical (19-20/x2) 1d20+6=21
Extra damage 1d10=10
DUNGEON MASTER: Solar's bolt lands squarely in the skinless man's shoulder. He shrieks and gives Solar a death's grin.
JOHAN D’ALMENTA/MESODIAS: Johan moves along the wall into the room, "Where the hell is everyone?"
JOHAN D’ALMENTA/MESODIAS: Mesodias follows along the wall until he finds the doorway into the room shrouded in darkness.
GRUNDIG: grundig grabs his water skin and wraps it arround the ladder covering the blot and atempting to smother the darkness
DUNGEON MASTER: Grundig's plan works; the darkness is lifted from the room.
DUNGEON MASTER: This chamber occupies a whole side of the building, from the cellar level below up to the roof high above. Seven iron vats, each ten feet across, occupy the majority of the room. Furnaces fuel the vats at cellar level, while at the ground floor level a series of planks have been laid across the vats to allow passage to a ladder that leads to an iron walkway on the level above. Two ladders also allow access from the planks to the floor below. The air in the chamber is cloying and acidic.
GRUNDIG: grundig casts fire bolt at the creature on the platform ranged touck attack 1d20+7=27 dam=1d6+3=6
GRUNDIG: not confirmed
DUNGEON MASTER: The bolt strikes the creature and does some damage. It turns and snarls at Grundig, before opening to door and disappearing inside.
Meanwhile, the skinless man hurls another bomb in Solar's direction (which strikes in another firey blaze for 26 points of damage.) The explosion is quite terrific and richochets off the wall.
DUNGEON MASTER: The skinless man drops to the ground level and takes cover behind one of the vats.
SOLAR CE’NEA: Solar casts invisability and moves with stealth to get away from the skinless man Stelath 1d20+5=18
JOHAN D’ALMENTA/MESODIAS: Johan moves to the edge of the idifficult terrain in search for his quarry. "Which direction are these bloody things?"
JOHAN D’ALMENTA/MESODIAS: Mesodias double moves to treaten the remaining creature taking cover next to one of the vats.
GRUNDIG: grundig jumps to the ground and casts somen nature's ally 3 replacing flame blade somining foward 3 small fire elementals. http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire/small-fire-elemental
DUNGEON MASTER: [GAME ENDS HERE -- PICK UP WITH COMBAT NEXT WEEK!]