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Adventure #3 - Lord Winter

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Post  Alpha Omega Tue Nov 19, 2013 7:37 am

Jeremiah was with Talmut and Gumphrey, but while they are working on the door he will investigate the dragon statue.

Perception +13
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Post  Malazek Tue Nov 19, 2013 4:39 pm

Jeremiah wrote:Jeremiah was with Talmut and Gumphrey, but while they are working on the door he will investigate the dragon statue.
The dragon statue is amazingly life-like. The artist went to painstaking lengths to sculpt each and every scale. The massive talons are incredibly detailed, right down to the wear and scratches that a real claw would exhibit after years and years of hard use. And it's huge: nearly twenty feet at the shoulder. It must be closer to forty, from tail to snout. As Jeremiah admires the musculature of this majestic statue, Gumphrey finally notices that Jeremiah has followed them down into the pits.

"Oh, Jeremiah! Where is Elodie? Were you able to lift that other statue?"

When Jeremiah explains that he hasn't been to the other statue, yet, Gumphrey looks puzzled ... but takes it in stride. "Oh, I hope she's alright. I'll go give her hand ... see if you can pick this lock?"

Gumphrey swims up one of the two shoots and disappears from view.

- Swim Check = 19 (Note: A swim check is needed to get out of the pit. Technically, one is needed to move underwater, anyway, but since you guys were "walking" underwater and can breath water (for now), we didn't bother with it ... but moving vertically through the water will definitely require a check).




When he reaches the floor, he pulls himself from the pit and moves toward the statue of the reptilian warrior.



Elodie wrote:Elodie ... floats off to meet Jeremiah at the statue, transforming back to her human state when she arrives at the statue.
When he reaches the statue, Gumphrey finds Elodie there, waiting to lift the statue.

"Shall we give this thing a try? See what's under it?"

When Elodie answers in the affirmative, Gumphrey moves over to the statue. With his knees bent, he wraps his arms around the base of the statue. As soon as Elodie is ready, he puts all his might into it ... but the two of them are unable to lift the heavy statue.

- Strength check = 19 (15 on the die +1 Gumphrey's Strength +1 Guidance +2 Assistance)

"I think I felt it move. Give me a second and we'll try it again."

After Gumphrey catches his breath, they have another go at it ... but still, the statue does not budge.

- Strength check = 16 (12 on the die +1 Gumphrey's Strength +1 Guidance +2 Assistance)

Tenacious as ever, Gumphrey refuses to give up.

- Strength check = 12 (8 on the die +1 Gumphrey's Strength +1 Guidance +2 Assistance)

"Okay, I think maybe this is too heavy for us."
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Post  Alpha Omega Tue Nov 19, 2013 5:36 pm

After inspecting the statue and seeing that he is not needed, Jeremiah will swim back up to the previous level.

Swim Check: 6 + 7 = 13

Assuming this check is good enough he will swim over to Gumphrey and Elodie to see if they require his assistance.
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Post  Malazek Tue Nov 19, 2013 6:21 pm

A minute later, Jeremiah arrives on the scene, offering his assistance.

"Yeah, let's see if the three of us can all get in here."

Gumphrey squeezes over, behind the statue, giving Jeremiah a wide enough berth to really get a good grip on the statue.

So, together, the three of them lift with all their might. At first, the statue doesn't seem like it wants to move, but Gumphrey insists that it moved "a little bit." So, they they keep at it. Straining their arms and legs, the push against the floor, lifting up on the heavy base ... until ... finally ... it starts to move!

- Strength check = 19 (11 on the die +3 Jeremiah's Strength +1 Guidance +4 Assistance)
- Strength check = 14 (6 on the die +3 Jeremiah's Strength +1 Guidance +4 Assistance)
- Strength check = 27 (19 on the die +3 Jeremiah's Strength +1 Guidance +4 Assistance)

Once it's started, it just seems to come right up. You manage to lift the statue, base and all, from the shallow hole it was set in.

Then, bracing himself against the wall, Gumphrey uses his legs to slide the statue further from the wall, completely uncovering the shallow socket.

Looking down into the hole, you see that it was only about three inches deep ... but, in the center of that hole, sits another, deeper, narrower hole. And you can plainly see that a canvas sack has been pushed down into it.

Gumphrey reaches for it immediately. Grabbing the sack with one hand and reaching inside with the other, he produces a rather large and intricate brass key. "Oh, any guesses as to what this opens?"
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Post  Glitz Tue Nov 19, 2013 7:13 pm

Elodie cheers as the statue starts to move. "Where, Gumphrey? Did you find a door down by the dragon statue?"

If Gumphrey says yes and starts to head back in that direction, Elodie will follow.
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Post  Swifthand Tue Nov 19, 2013 8:22 pm

Talmut will spend some time investigating and admiring the dragon statue and its surroundings.
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Post  Malazek Tue Nov 19, 2013 10:16 pm

Glitz wrote:If Gumphrey says yes and starts to head back in that direction, Elodie will follow.
Gumphrey says "Yes" and heads back toward the pits. Elodie follows.
OOC: I assume Jeremiah does, too.


Before long, Gumphrey jumps back into the pit. Talmut, who was admiring the dragon statue, watches as Gumphrey drops off the upper level and sinks down toward him. A moment later, Elodie is right behind him.
OOC: And probably Jeremiah, right behind her.


"We brought a giant key," Gumphrey tells Talmut.
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Post  Alpha Omega Wed Nov 20, 2013 8:17 am

Jeremiah will follow the two back down to the locked door.
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Post  Malazek Wed Nov 20, 2013 5:25 pm

With everyone gathered in the deepest of pits, Gumphrey slides the giant key into the giant keyhole ... and gives it a twist. As soon as you hear the click, the stone doors burst open, allowing the water to rush past in a sudden fury. (The room beyond the doors was dry until this moment). The force of the water blasts the entire party off their feet.

- Acrobatics/Swim Checks = 18, 18, 10, and 11 (vs. a TN of 25).

Fortunately, the next room isn't very big, so the water doesn't carry them very far. You find yourself caught up in the swirling aftermath.

- The room is 15'x15'.

When the water finally comes to a rest, you are able to regain your composure. The silt and slime that was mucking up the bottom of the "dragon room" has now been stirred up by the sudden rush of water, making it even harder to see now than it was before ... even Talmut's light is having trouble penetrating the dark waters.

- Miss Chance is now 50%

As the party examines their surroundings, they find six sarcophagi standing in the darkness, lined up on opposite sides of the room (that is, they are standing against the north and south walls). Each of stone coffins has been carved into an effigy, resembling the reptilian warrior statue you found on the level above .... these "lizard people," however, do not look like warriors; more like priests.
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Post  Alpha Omega Thu Nov 21, 2013 7:03 am

Jeremiah will search around the sarcophagi.

Perception + 13

Since they are stone I'm assuming they cant be moved..
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Post  Glitz Thu Nov 21, 2013 9:28 am

As Jeremiah starts to search, Elodie says, "Gumphrey, can you check these for traps? Maybe we can get these open, like the one upstairs. Everyone should be alert, though--those nasty scarabs that almost did Jeremiah in were hidden in the room with the sarcophagus upstairs. If these can be opened, maybe we should open them one at a time...and be prepared for something unsavory to jump out at us."

While Gumphrey is checking for traps, Elodie will attempt to determine if there are any magical objects in the room aside from the ones that they are carrying.

Cast Detect Magic.
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Post  Malazek Thu Nov 21, 2013 4:55 pm

Elodie wrote:Elodie says, "Gumphrey, can you check these for traps?"
Jeremiah wrote:Jeremiah will search around the sarcophagi.
Aside from the sarcophagi themselves, the room seems empty. Jeremiah finds no other objects near or around any of the stone coffins. He does, however, notice that the walls are brightly colored ... possibly a mural of some sort? The filthy water makes it difficult to make out exactly what the walls look like, but Jeremiah is sure there is something there.

Gumphrey gives Jeremiah a hand, by checking the coffins themselves. After a few moments of searching, he says "I don't see anything, either."
Jeremiah wrote:Since they are stone I'm assuming they cant be moved..
Each sarcophagus weighs approximately 2500 lbs.
Elodie wrote:Elodie will attempt to determine if there are any magical objects in the room ...
Cast Detect Magic.
Elodie detects the presence of magic. After a few seconds, she is able to tell that there are six other auras. She is unable to identify the "school" of magic.
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Post  Glitz Thu Nov 21, 2013 10:09 pm

Elodie focuses for a moment, but isn't able to detect anything more than a vague magical presence. "Talmut, can you determine anything about the magical auras in this room? You've studied these things more than I have." If Talmut agrees, Elodie will place her hand on his arm and call upon the spirits to help him.

If Talmut decides to cast Detect Magic, then Elodie casts Guidance on Talmut. If not...

Elodie will say, "Well, should we try to open one of these things?"
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Post  Swifthand Fri Nov 22, 2013 10:11 am

"Yes."

Talmut calls on his training and attempts to determine the source and schools of magic.
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Post  Malazek Fri Nov 22, 2013 6:02 pm

Talmut also studies the room and identifies the same six magical auras that Elodie detected. Talmut verifies that the six sarcophagi are indeed the source of the magic, but he also identifies the auras ... two of the auras show signs of conjuration magicks, while the other four seem indicative of necromancy.

The sarcophagi seem to be enchanted, like some sort of magical items. In order to figure out what "magical effects" are at work, he will have to thoroughly examine the sarcophagi. 

- Knowledge: Arcana rolls = 23, 20 (to identify the schools)

- OOC: Did you want to identify what the magic DOES, too? That could take a minute or two and may require multiple spell-craft checks. I thought maybe that's what you had in mind, but I didn't want to assume.
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Post  Swifthand Sat Nov 23, 2013 7:31 am

Yeah. As much info i can ascertain.
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Post  Malazek Sat Nov 23, 2013 8:28 am

Talmut studies the first sarcophagus, trying to discern what the magic does. As he examines it closer, he realizes there are glyphs and sigils inscribed upon the surface. Relying on his magical studies, he attempts to read the writing ... unfortunately, reading the cryptic script is what triggers that trap's effects. To make matters worse, triggering one trap sets off all the others.

First Trap: Bestow Curse (Strength)
- Talmut's Will Save = 23 (Success)
- Jeremiah's Will Save = 25 (Success)
- Elodie's Will Save = 23 (Success)
- Gumphrey Will Save = 17 (Success)

Second Trap: Bestow Curse (Dexterity)
- Talmut's Will Save = 14 (Success)
- Jeremiah's Will Save = 11 (Fail) Jeremiah suffers a permanent -6 points to his Dexterity score.
- Elodie's Will Save = 16 (Success)
- Gumphrey Will Save = 11 (Fail) Gumphrey suffers a permanent -6 points to his Dexterity score.

Third Trap: Bestow Curse (Intelligence)
- Talmut's Will Save = 25 (Success)
- Jeremiah's Will Save = 20 (Success)
- Elodie's Will Save = 21 (Success)
- Gumphrey Will Save = 3 (Fail) Gumphrey suffers a permanent -6 points to his Intelligence score.

Fourth Trap: Bestow Curse (Wisdom)
- Talmut's Will Save = 6 (Fail) Talmut suffers a permanent -6 points to his Wisdom score.
- Jeremiah's Will Save = 11 (Fail) Jeremiah suffers a permanent -6 points to his Wisdom score.
- Elodie's Will Save = 13 (Success)
- Gumphrey Will Save = 10 (Fail) Gumphrey suffers a permanent -6 points to his Wisdom score.

OOC: This ability damage cannot be healed or dispelled, but can be removed by break enchantment, remove curse, or even more powerful spells.

Fifth Trap: Summon Monster
- A giant crab appears outside the room.

Sixth Trap: Summon Monster
- A giant crab appears outside the room.

Surprise Round ...

The crabs attacks! They rush under the dragon statue, down the secret passageway, one after the other right at Gumphrey. One of them even manages to clamp his over-sized claw onto Gumphrey's arm. Gumphrey cries out. "Ahhh, no!"

- Claw Attack = 23 to hit; Gumphrey suffers 6 Damage and is grabbed
- Miss Chance = 60 (Hit)

Round 1 ...

Initiative will be as follows ...
- Jeremiah's = 20
- Crabs 19
- Gumphrey = 13
- Talmut's = 10
- Elodie's = 2

Adventure #3 - Lord Winter - Page 9 ArxSarcoRoom_zpsa001b091


Last edited by Malazek on Sat Nov 23, 2013 10:48 am; edited 1 time in total
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Post  Glitz Sat Nov 23, 2013 10:40 am

Elodie calls, "Everyone stand back! I don't want to burn anyone else!"

She summons a ball of swirling, dangerous steam on top of the crab furthest from the group.

Cast Flaming Sphere at O14.
Damage: 11 (2 + 5 + 4)
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Post  Swifthand Sun Nov 24, 2013 8:29 am

Talmut will fire an Acid Dart at the lead crab.

Acid Dart - 13 on the die +2 dex +1 bab=16
Damage - 6+2=8

GM Edit: -4 firing into melee = 12
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Post  Malazek Sun Nov 24, 2013 8:42 am

R&R- Round 1 ...

Init 20
Rule 24
Jeremiah will fire his bow.
- Attack Roll = 13 (11 on the die +6 attack -4 into melee); Miss

Init 19
The first crab clamps down with its mighty pincer, crushing Gumphrey's arm. 
- Gumphrey suffers 9 auto-damage

The second crab clamors behind the first, waiting to get through.

Init 13
Gumphrey doesn't try to get free. Instead, he draws a dagger with his other hand and tries to drive it through the crab's hardened shell ... but it's difficult to see down here and Gumphrey's attack strikes the shell at an unfortunate angle ... and fails to injure the monster.
- Attack Roll = 19; Miss Chance = 22 (Miss)

Init 10
Talmut conjures more acid, sending it through the water and onto the lead crab. The caustic magic burns a hole through the crabs exoskeleton.
- Miss Chance = 74 (Hit)

Init 2
Elodie calls to the spirits of fire to create a ball of super-heated steam right on top of the furthest crab. As the creature is cooked alive, you recognize the smell of steamed seafood filling the room.

Round 2 ...

Same Init.


Last edited by Malazek on Sun Nov 24, 2013 5:16 pm; edited 1 time in total
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Post  Alpha Omega Sun Nov 24, 2013 9:55 am

Jeremiah will fire another arrow at the crab attacking Gumphrey.

C. Long Bow: 5 + 6 (-4 melee) = 7 | DMG: --
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Post  Glitz Sun Nov 24, 2013 1:34 pm

Catching a whiff of cooked seafood, Elodie calls out, "Guess we're having crab for dinner!" She starts to feel bad for the poor creatures, but changes her mind when she sees the lead crab crush Gumphrey's arm.

Elodie summons more steam, attempting to pelt both crabs. She holds her palms out, keeping one hand still as if directing the original ball of steam. She points with her other hand, centering the second burst of steam far enough away to keep her companions safe.

Flaming Sphere stays at O14.
Damage: 14 (3d6: 4 + 4 + 6)
Cast Fireball at center of squares L-M/14-15 (20-ft radius spread)
Damage: 23 (5d6: 6 + 6 + 5 + 4 + 2)
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Post  Swifthand Sun Nov 24, 2013 3:53 pm

Talmut will again fire an Acid Dart at the lead crab.

Acid Dart - 18 on the die +2 dex +1 bab=21
Damage - 5+2=7

That is my last Acid Dart today.
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Post  Malazek Sun Nov 24, 2013 5:12 pm

R&R - Round 2 ...

Init 20
Feeling the "clumsy" effects of the curse, Jeremiah fires his arrow ... but hits nothing.

Init 19
With Gumphrey's arm is still locked in the crab's enormous pincer, you hear the sickening sound of bones snapping. "Aarrrggh!!" Gumphrey cries out.
Gumphrey suffers 10 auto-damage.

The other crab moves back, away from from Elodie's super-heated sphere.
- Move to N14

Init 13
Gumphrey pushes on the giant pincer, plants his foot on the beast's elbow, and then, with a sudden jerk, pulls his damaged arm free. Without missing a beat, he lunges at the monster ... his vicious magical dagger goes right through the creature's exoskeleton, causing it to heave and jerk ... but the dagger's magic takes its toll on Gumphrey, as well. The injured rogue falls to the ground, unconscious.
- Escape Artist Roll = 16 (2 on the die); Success!
- Attack Roll = 24 (Hit); Miss Chance = 75 (Hit); 12 Damage
- Gumphrey also suffers 4 Damage (bringing him to -3 HP).

Init 10
Beginning to run out of power, Talmut creates more acid. It fires from his fingers and strikes the lead crab, killing it instantly.
- Miss Chance = 85 (Hit)

Init 2
Elodie directs the steaming sphere to follow the rear crab; no escape is possible! At the same time, the nature spirits allow her to fire a glowing pea-sized point of light from her finger. It zips through the water, passes the crabs, and disappears somewhere in the room behind them. Then, it explodes! A bright light fills the hall sending a rush of warm water into the room. When the bubbles clear, both crabs are dead (and partially cooked).
- Caster Level Check = 25 (18 on the die); Success
- Crab's Reflex Save= 13 (12 on the die); Fail (it takes full damage).

End Combat
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Post  Alpha Omega Mon Nov 25, 2013 7:29 am

Jeremiah will rush to Gumphrey to see if he is OK. He will then pull out his potion (of cure moderate wounds) and pour it down his throat.

GM Edit: 2d8+5 = 15 Hps.
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