DUNGEON MASTER: [GAME STARTS HERE]
DUNGEON MASTER: The party heads back into the Manse and prepares to rest for the afternoon and evening.
GRUNDIG: solar places his alarm stone on the door
GRUNDIG: grundig takes first watch
DUNGEON MASTER: The party takes the afternoon to relax, and heads to bed once the sun sets and the invisible servants make their rounds.
DUNGEON MASTER: The night passes without incident; morning dawns cloudy and gray; although there is no sign of rain just yet.
JOHAN D’ALMENTA/MESODIAS: The party rises, with Mesodias praying before his morning meal of bread and dried fruits. Johan gives the down stairs a quick search accompanied with Shadow for any visitors they didn't hear during the night.
GRUNDIG: grundig will perform morning ritchell lighting a fire in an approprate place and prepairs a meal for everyone.
GRUNDIG: solar goes over his spell book re learning his spells for the day
JOHAN D’ALMENTA/MESODIAS: The party makes preparations and sets off, carefully crossing the river via the impromtu rope bridge before making their way to the doorway leading out to the unexplored section of the manor grounds. The party stands at the doorway they have now opened, peering outside causiously as the lightning strikes the tower that rises in the distance.
JOHAN D’ALMENTA/MESODIAS: Johan stands there for a moment, hesitating as if the foul weather was sign of an ill omen of things yet to come. "It looks like the holiday is over and this shit gets real from here on. Now would be a perfect time for any final preparations. Doesn't looks like we have much cover whatever way we approach the closest building."
DUNGEON MASTER: The path ahead is an exposed, winding, narrow pathway that climbs the bare rock face to the four linked towers 50 feet above. There are nohandrails or guide ropes in evidence.
DUNGEON MASTER: A bridge not far beyond the four towers links to a fifth tower, crowned with a lightning rod and touched by occasional flashes of electricity.
GRUNDIG: solar takes one look out the door and desides to cast mage armour
GRUNDIG: 4 charges left
JOHAN D’ALMENTA/MESODIAS: Johan observes what he can see of the pathway from his vantage point for any natural hazard, including potential rock falls or even moss covering the foot path from the moisture from the river below.
GRUNDIG: grundig stands at the ready pearing out the door waiting for something to come through
JOHAN D’ALMENTA/MESODIAS: Johan regards Grundig, "I'm all one for gathering information however with those thunder clouds and the lightning I think whatever happens you should avoid flying anywhere near that tower at risk of attracting the lightning."
JOHAN D’ALMENTA/MESODIAS: Johan and Mesodias prepare their ranged weapons, longbow and heavy crossbow respectively before they beging their approach of the first tower.
GRUNDIG: grundig smiels at Johan the thought of eating fryed chicken is better than being it
GRUNDIG: solar readys both his heavy and light cross bow
JOHAN D’ALMENTA/MESODIAS: Johan is first outside the door, causiously walking the footpath with longbow readied. He occasionly stops to inspect the pathway for any sign of natural hazards, stopping the party before preceding once he believes the coast is clear.
JOHAN D’ALMENTA/MESODIAS: Johan hands one length of the rope to Grundig, "You guys hold onto this rope and I will attempt to climb up and secure the rope to assist us to move up in stages. Is that a crazy idea or what?"
GRUNDIG: grundig grabs hold of the rope not shore what he will be able to do if Johan falls
GRUNDIG: solar also grabs the rope ready for something to happen
GRUNDIG: grundig calls out to Johan "don't for get to keep an eye out for traps"
JOHAN D’ALMENTA/MESODIAS: Johan straps his longbow across his right shoulder before tiying off the rope to his leather belt and around his wasit. He sets off climbing slowly through the safest path he can manage.
Climb check: 1d20+8 = 16
DUNGEON MASTER: Johan navigates up the path. Although it is narrow and treacherous, it is clear of obstacles. The main dangers are the uneven footing and the blasts of wind down the gorge that threaten to dislodge those ascending the pathway.
GRUNDIG: grundig keeps his eyes fixed on the towers looking for any sighn of danger
JOHAN D’ALMENTA/MESODIAS: Heeding Grundig's warning, Johan inspects the around around him for traps.
Perception check (traps): 1d20+12+3 = 30
GRUNDIG: grundig starts making his way up the path using the rope to aide him
climb check 1d20+4=11
DUNGEON MASTER: Johan carefully follows the pathway up out of sight of the rest of the party. The path ends at a small stairway that descends 10 feet to a recessed iron door. The door cached with rust.
Grundig follows up from behind.
GRUNDIG: solar makes his way up the path
climb check 1d20+2=12
JOHAN D’ALMENTA/MESODIAS: Mesodias waits a moment for Solar to reach the base of the tower. Once the roope stops moving around he will take that as Solar having reached the tower safely. He sets off using the rope to climb the path to join the party.
Climb check: 1d20-1 = 10
DUNGEON MASTER: The entire party sucessfully navigates up the pathway.
DUNGEON MASTER: Johan inspects the door as the rest of the party climb up behind him. He discovers no traps. The door is made of metal and it appears to be rusted shut.
GRUNDIG: gurndig keeps an eye out above for any sign of danger
JOHAN D’ALMENTA/MESODIAS: "The door will take some time to prise open. Obviously hasn't had the attention of the magical servants we are use to in the other buildings."
Johan removes his crowbar and begins to loosen the frame of the door due to the rust.
Strength check: 1d20+4 = 15
DUNGEON MASTER: Johan is strong, but this door is well rusted. There is something else on the inside that is applying pressure on the door, as his first attempts are not sufficient to force it open.
JOHAN D’ALMENTA/MESODIAS: Johan calls Mesodias forward, "My friend your strength is needed to open this stubburn door."
Mesodias works to loosen the edges of the door frame with the crossbow with the assistance of Johan.
Johan Strength check (aid other): 1d20+4 = 13
Mesodias Strength check: 1d20+5+2 = 21
GRUNDIG: solar has his heavy cros bow at the ready
DUNGEON MASTER: Johan and Mesodias have at the rusted old door with their crowbars. Flakes of red corroded metal fall as they heave and grunt. But to no avail; the door holds firm. It becomes gradually apparent that the door is not simply stuck, as it has more or less been loosened from the frame; but there is something else on the other side applying considerable pressure to keep it shut. At one point during his struggle to open the door, Johan notices a sloshing sound on the other side.
GRUNDIG: grundig casts detect magic checking if it is magicly held
DUNGEON MASTER: Grundig detects no magic.
JOHAN D’ALMENTA/MESODIAS: "It sounds like there is some kind of liquid on the other side. Whoever opens the door best be secured with the rope to avoid going for a swim."
JOHAN D’ALMENTA/MESODIAS: "I have an idea, let's move back until we can just see the door." Johan sighs, "What do you think if I break the door with the ring of the ram. It will mean we loose the element of surprise but it means no one is standing next to it when it opens."
*** Call ended, duration 1:38:02 ***
*** Group call ***
JOHAN D’ALMENTA/MESODIAS: "This is going to be troublesome. What is we move back to the safety of the previous building and one of us attempts to smash the door down with the ring and the safety of the rope. The rest can be holding onto the rope?"
DUNGEON MASTER: The party retreats back up the pathway to the museum, save for Johan, who remains near the doorway.
JOHAN D’ALMENTA/MESODIAS: Johan secures the rope to his wasist and belt before willing the ring to smash the door from as far away as possible.
Ring of the Ram: Str check: 1d20+7 = 27
DUNGEON MASTER: Johan lines up the ring with the target door and lets loose with a violent ram made of pure energy that smashes directly into the metal door. However, even this great blow is not sufficient to competely take the thing off its hinges--it surely is of v ery good make. The door crumples inward somewhat, releasing a rush of water that fills the recessed stairway up to a depth of about three feet, leaving the rusted door still half closed in the door frame.
JOHAN D’ALMENTA/MESODIAS: Johan ruffles his hair in frustration at the doors stubborness. He extends his left hand, willing the ring to smash the door completely from it's frame.
Ring of the Ram (strength check): 1d20+7 = 27
DUNGEON MASTER: Once again a ram made of energy rushes forth from Johan's hands, and once again it strikes the door with unerring accuracy. This time, however, the door competely gives way. The old rusted door comes completely off its hinges, flying backward to strike an unseen wall in the darkness beyond.
The three feet of water remains in the recessed stairway--and, as far as Johan can see, it fills the entire level of this structure to the same depth.
JOHAN D’ALMENTA/MESODIAS: Johan calls out to Solar without taking his eyes off the darkened enterance to the tower. "Mate do you mind sending in the flying light spell?"
GRUNDIG: solar starts making his way back up the slope
climb check 1d20+2=6
GRUNDIG: reflex save 1d20+5=16
DUNGEON MASTER: A gust of wind takes solar off balance as he returns back up the pathway; but fortunately for him, he barely manages to keep his grasp on the rope. He arrives at the top in a cold sweat in the thought of what almost happened on the pathway below.
GRUNDIG: solar casts dancing light inside the building
GRUNDIG: grundig starts making his way up the rope
climb check 1d20+4=10
JOHAN D’ALMENTA/MESODIAS: Shadow climbs up the ledge, keeping low against the rock face to avoid slipping.
Climb check: 1d20+6 = 12
JOHAN D’ALMENTA/MESODIAS: Mesodias Climb check: 1d20+4 = 13
JOHAN D’ALMENTA/MESODIAS: Johan inspects the water and pathway leading in front of them for hazards.
Survival check: 1d20+12 = 26
DUNGEON MASTER: Rubble blocks the broken stairway directly across from the entrance. Within, there appear to be passages leading off to the left and the right.
DUNGEON MASTER: There are no obvious problems with the water--it looks fairly clear and safe. Although it will certainly impede movement, and may conceal any number of dangers.
GRUNDIG: grundig looks for the sorce of the water in the building if he cansee fare enough to do so
JOHAN D’ALMENTA/MESODIAS: Johan gives Shadow a gentle pat on the head before asking him if he is fine with Grundig riding him for the time being once we get inside.
GRUNDIG: grundig eases onto the back of splatterface
JOHAN D’ALMENTA/MESODIAS: Johan looks to the rooftop from his current position checking for any lurking dangers from above that might have been concealed within the shadows.
Perception check: 1d20+12 = 19
DUNGEON MASTER: Johan spots no obvious dangers.
GRUNDIG: solar directs one of the lights under the water
JOHAN D’ALMENTA/MESODIAS: Mesodias arms himself with his heavy mace, before moving to the waters edge and peering left and right as he decides which path to take.
DUNGEON MASTER: Both paths go about 20' feet before making sharp turns to the north. At the corners of this passageway, steel grates appear to have been lifted up out of the water. [Squares with white dot borders.]
GRUNDIG: grundig makes his way past the group in to the water casting detect magick and looking for any sighns of traps as he moves off he calls to solar "keep tose lights cloce infront of me"
JOHAN D’ALMENTA/MESODIAS: Mesodias summons of globe of light focused on his belt buckle as he stands guard as Grundig moves forward.
DUNGEON MASTER: Grundig discovers no traps obvious traps. The water remains about 3' deep as Grundig proceeds forward.
GRUNDIG: solar moves to a position where he can direct the light and kees one below the water in front and one 15 ft above in front and the same for behind
GRUNDIG: grundig moves up to the grate and inspects it and what is below it
JOHAN D’ALMENTA/MESODIAS: Johan and Mesodias enter the passage way to cover their companions.
DUNGEON MASTER: Rusted grates open on the north and south side stick out of the water, revealing a deep downward passage that extends perhaps 20' deep. Two bloated human corpses lie at the bottom.
GRUNDIG: grundig trys to detirmon if the corpses are blocking a drain
DUNGEON MASTER: There is no obvious sign that the are blocking a drain from up above where Grundig sits on his mount.
JOHAN D’ALMENTA/MESODIAS: Johan raises an eyebrow at the corpses, "Welcoming party? Otherwise why are they here? I wonder if they drowned or died from other means?"
GRUNDIG: grundig asks if yohan might be able to fish them out with his grapeling hook whilst the others wait outside holding a rope atached to him
JOHAN D’ALMENTA/MESODIAS: Johan gives Grundig his grapple hook and rope, "Feel like a bit of fishing eh?" He redies his longsword after handing over the grapple hook and rope to Grundig.
GRUNDIG: grundig asks the others to wait outside and to hold on to the silk rope he tyes on to himself once the others are out the door he trys to fish one of the bodys out.
GRUNDIG: grundig also tyes the rope arround splatterface whilst soothing him with soft noises
DUNGEON MASTER: The grappling hook latches on to one of the bodies, and after some effort Grundig suceeds in fishing the thing out of the pit. His efforts are greatly hampered by weights tied to the bodies; once the ropes slip free of the bloated corpses, the things easily float up to the surface.
GRUNDIG: grundig checks over the bodys to see how long they have been there
heal check 1d20+8=9
DUNGEON MASTER: Grundig checks the corpses' pulses, just to confirm that they are in fact dead.
GRUNDIG: grundig asks solar to send one of his lights down the hole to see how deep it is
JOHAN D’ALMENTA/MESODIAS: "Son of a bitch. Well it looks like we are going to have to get wet," says Johan as he looks at the tunnel they retreieved the body from.
GRUNDIG: grundig packs up his rope and changes into a small water elemant and runs off the back of splatterface into the water and makes his way down the corrodore
GRUNDIG: grundig checks the door for traps perception 1 d20+14=30
DUNGEON MASTER: Grundig discovers no traps.
GRUNDIG: grundig atampts to open the door
DUNGEON MASTER: The door is made of metal and opens slowly against the pressure of the water on both sides. Within, a rotting stench comes from a trio of headless, apelike creatures inside heavy iron cages. The waters lap against these corpses, while the twisted remnants of an iron walkway lie half-submerged in the water. Two doors sit high in the north and east walls, thirty feet above the floor.
GRUNDIG: grundig trys to dertrmon what they where
knolage nature 1d20+9=13
DUNGEON MASTER: Grundig decides that these things are some kind of apes. Probably native to some place to the south.
GRUNDIG: grundig checks for traps as he makes his way in the room
DUNGEON MASTER: Grundig discovers no traps.
JOHAN D’ALMENTA/MESODIAS: After hearing from Grundig what lies within the room Johan replies, "I don't even want to know where their heads are."
DUNGEON MASTER: Grundig moves forward cautiously, taking care to look around as he does so. It is fortunate that he does so, for it is because of this that he avoids being surprised by the four blackened, bat-winged fiend's heads swooping down from above. Tentacles dangle from chin and scalp, and its fanged mouth hangs agape.
DUNGEON MASTER: [Initiative please. All but grundig are surprised.]
GRUNDIG: initive 1d20+4=5
JOHAN D’ALMENTA/MESODIAS: Johan Intiative check: 1d20+4 = 13
JOHAN D’ALMENTA/MESODIAS: Mesodias Intiative check: 1d20+4 = 21
DUNGEON MASTER: One of the creatures lashes out with a hideous shriek that freezes Grundig's bones to the marrow.
GRUNDIG: fort save 1d20+7=9
GRUNDIG: grundig looks within for some inner stringhts (using a hero point) fort save 1d20+7=11
DUNGEON MASTER: Grundig's inner strengths are no sufficient to prevent him from being paralyzed for 5 rounds due to the soul-rending screech.
DUNGEON MASTER: The remaining two creatures swoop down to attack Grundig with their lips, attempting to deliver a kiss to his watery form. One suceeds, and Grundig can feel a terrible transformation beginning in his body. [Fort save please.]
GRUNDIG: fort save 1d20+7=19
DUNGEON MASTER: Grundig only barely suceeds in fighting off the effects of the creature's horrid kiss.
JOHAN D’ALMENTA/MESODIAS: Mesodias slosshes through the water to stand next to Grundig. He grasps his holy symbol before realsing a burst of positive energy to effect the fiending flying heads.
Channel Energy: 4d6 = 10 (will save DC 15 for half) [No AoO]
DUNGEON MASTER: All three of the creatures are fully affected. A second creature emits a second screech, [forcing Mesodias to make a fort save.]
JOHAN D’ALMENTA/MESODIAS: Mesodias Fort save check: 1d20+8 = 24
DUNGEON MASTER: The remaining two creatures make attacks on Grunding, attempting to embrace him with their rotting purple lips. [2 fort saves please.]
GRUNDIG: fort save 1d20+7=25
GRUNDIG: fort save 2 1d20+7=11
GRUNDIG: grundig atempts to reach witin for his last ounce of stringth
(using hero point) fort save 1d20+7=12
DUNGEON MASTER: One of the creatures finally suceeds in embracing Grundig with its lips, and this time, the effect takes hold. Somewhere deep inside his body, the poor gnome can feel a horrible transformation beginning--one that will ultimately end his life if not treated.
JOHAN D’ALMENTA/MESODIAS: Upon hearing the shrieks from the fiendish heads attacking Grundig, Johan wades through the water to stand behind Grundig. He slashes at the fiend with his magical longsword (power attack & favoured enemy)
To Hit (+1 keen longsword): 1d20+12-2PA+2FE = 30
Confirm Critical: 1d20+12-2PA+2FE+1 = 15
Damage (+1 keen longsword): 1d8+7+6PA+2FE = 18
DUNGEON MASTER: On the upside, the kiss ends his paralyzation.
DUNGEON MASTER: Johan sucessfully takes the nearest creature down with an awkward around-the-corner jab.
DUNGEON MASTER: Its remains float in the water.
GRUNDIG: solar casts disrupt undead at the closest creature
ranged touch atack 1d20+7=26-8=18
GRUNDIG: damage 1d6=6
DUNGEON MASTER: Solar's attack engulfs the thing in blue light; it shrieks in pain.
GRUNDIG: grundig smiels at the straingness of his atack coming from a water element places his hand like apendiges in front of him amd casts burning hands
GRUNDIG: reflex save dc=15
DUNGEON MASTER: The creatures attack opportunistically; they both miss.
DUNGEON MASTER: The creature to Grundig's right manages to dodge aside and thus avoid the worst of the spelll.
DUNGEON MASTER: The one to his left is completely consumed in the flames; it drops burning down into the water, where it sizzeles and steams.
JOHAN D’ALMENTA/MESODIAS: Mesodias focuses his attack on the remaining creature with his heavy mace (power attack)
To Hit (+1 heavy mace): 1d20+11-2PA = 16
Damage (+1 heavy mace): 1d8+7+6PA = 16
DUNGEON MASTER: Mesodias sucessfully finishes the creature off. His overhead strike bats the creature out of the air and against the wall, where it shatters.
DUNGEON MASTER: [600 xp each]
DUNGEON MASTER: [SESSION ENDS HERE]