Session 43
[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
perception
1d20+13=26
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.
[Initiative Please.]
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
GRUNDIG: 18
GRUNDIG: 25
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
perception
1d20+13=33
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
Heavy Crossbow
1d20+6=25
Damage 1d10=3
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!]
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