Just for my Wilderlands & City State of the Invincible Overlord RPG stuff. NSFW
Saturday, 7 April 2018
7/4/4448 Bright Star & Danor in the Reptile House (550 XP)
Smon
Wilderlands
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7:15am 2018-4-07 Smon Has entered the room
Keelia: that's just it - I can't remember.
Smon: Hi!
JamesDevil: speak of the devil
JamesDevil: morning Simon
Keelia: hey Simon
Smon: Sorry I overslept! Need to get coffee made so 5 mins
Keelia: no worries - coffee = necessity.
JamesDevil: wasn't it observent?
Keelia: probably
Keelia: that might explain some of it. I'll check it out again later when I get some time.
JamesDevil: hmm, the point caluator on my app has broken :/
Keelia: yeah, lots of issues trying to find a good d&d calculator anymore. most are gone.
Keelia: same with poke hunting websites. They're all gone now
JamesDevil: ok, found a working one and i figured out what was wrong with my app (although nothing had changed in the app so don't know why it was broken like that)
Smon: ok got my coffee
Keelia: sounds like a bug - you must have triggered the conditions somehow
Keelia: great!
Smon: So it's just Danor & Bright Star this week.
JamesDevil: very strange though, it was carrying over the points from the previous session then not resetting the points to spend
JamesDevil: fewer the player, the greater the share of the loot
Keelia: odd.
Keelia: very true!
Keelia: is there anything for two players or should we tackle more of L2?
Smon: GM: Dr Rosa tells you that a week ago an adventurer group took the stairs you found down to level 3 and encountered some ogres. They decided to run away and in exploring the Quiet Halls on level 1 they found a stairway down to level 2 that was previously unknown.
JamesDevil: sounds interesting
Keelia: Bright Star nods. "Ogres perhaps are a bit much for just Danor and Bright Star. But there were other areas of the level which could be examined."
Smon: You could continue exploring from your own map of level 2, or you could check out the new stairway and see where it leads. Lady Vex will give a reward as usual for useful maps.
Keelia: (James? which one sounds more interesting?)
JamesDevil: new stairway sounds interesting, i thought our own map was finished tbh
Smon: "Also, if you meet non-hostile fire beetles, they belong to the kobolds - apparently they like mushrooms."
JamesDevil: ok...don;t smash the non-hostile beetles, got it
Keelia: (no, we never went west then south)
JamesDevil: ah, k
JamesDevil: eitherway the new stairway sounds like fun
Keelia: Bright Star checks with Danor and they agree to explore the newly found staircase
Smon: GM: 7/4/48 The Selatine Plain is still muddy as you follow the familiar trail west one windy morning, but at least the rain seems to have stopped.
Smon: A 3 hour hike brings you across the plain & through the woods to Stonehell Canyon.
Smon: /roll d6
Smon rolls 1d6 and gets: 3,
Smon: You see little sign of life as you pass through the canyon and take the great spiral stairs down to level 1.
Smon: https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl9SKMYc7KKJ6ZHK_KIq3g7rfpKGyOXLEaLJ42BtPomba4hZXM_dmuam3B8xvd8GWSK-3Ew9LsI4oYWJ4futu4Lu03VZmlTBCsLaHVF0u-1hfpqddo7-wAXcZNq0K3xhFIRAnj_DDpH7c/s1600/ogreface+arch+final+copy+at+300+pixel+res.jpg
Smon: Are you going side by side?
JamesDevil: sure, may as well
Smon: /roll d6
Smon rolls 1d6 and gets: 1,
Smon: All is quiet as you go north through the ogre face, past the rusty dragon signpost, then east-south-east to the grim stone doors that mark the entry to the Quiet Halls...
Smon: The doors, engraved with a Danse Macabre, are open. Beyond you see a glimmer of red light from several fire beetles, feasting on the lichen that covers the pillared hall.
Smon: From the pillared entry hall 3 tunnels run off, n e and s; Rosa indicated the new stairway is to the s.
JamesDevil: we head that way then
Smon: /roll 2d6
Smon rolls 2d6 and gets: 6, 4, = 10
Smon: As you enter the Entrance Hall the three fire beetles detect you and head towards you.
Smon: Antenna waving... roll Animal Handling or Nature
JamesDevil: ...do they appear to be hostile?
Keelia: Bright Star looks to Danor - "Friendly?"
Keelia: animal handling
JamesDevil rolls 1d20+4 and gets: 3, (+4) = 7
Keelia rolls 1d20+2 and gets: 16, (+2) = 18
Smon: Danor's not sure. Bright Star thinks they seem eager to be fed.
JamesDevil: mine was animal handling too, not that it matters
JamesDevil: Danor tosses them some rations, not certain if they will eat them
Keelia: Bright Star checks her bag for anything that beetles might think tasty - perhaps some bread?
Smon: what sort of rations Danor?
Keelia: maybe jerky?
Smon: A beetle stops and picks at the bread.
JamesDevil: yep, jerky
Smon: The beetle ignores the jerky.
Smon: They seem disappointed at the lack of tasty mushrooms.
Smon: GM: South from the Grand Hall is a long tunnel, the 4 crypt doors on either side ajar.
Keelia: Bright Star steps around the beetles carefully
Smon: Bones lie scattered across the tunnel floor, signs of recent fighting.
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Smon: As you head south a couple enormous rats scamper away at your approach.
Smon: You hear a lot of squeaking from the second crypt on your right (west) - sounds like a big pack of rats.
Keelia: Bright Star frowns. "This seems familiar to Bright Star." She peers back the crypts but shakes her head and continues South
Keelia: "Investigate or leave them to their meal?"
JamesDevil: hmm, yes, i feel like i;ve been here before
JamesDevil: lets take a quick look
JamesDevil: can't hurt
Keelia: Bright Star draws her bow and pushes open the door of the second crypt wider
JamesDevil: Danor steps into the crypt
Smon: Opening the door wider you see about a dozen giant rats.
JamesDevil: what are they doing? eat? sleeps?
Smon: The crypt is 20'x20', shelves lining the walls, the well gnawed bones of dozens of skeletons.
Smon: They are in a big huddle and seem to be having some kind of social event.
Smon: /roll 2d6
Smon rolls 2d6 and gets: 5, 2, = 7
Smon: There is some agitated squeaking as the door scrapes open.
Smon: And they smell/hear you.
JamesDevil: What do you think BS? kill them off? i don't see anything useful in here
Keelia: "Bright Star thinks we close the door. Step out."
JamesDevil: fair enough, we step out and close the door
Smon: GM: You back away, pulling the door shut.
Keelia: Continue South
Smon: After heading south about 170' from the grand hall, past the last of the 8 crypt doors, you come to an intersection. To your left/east A 10' x 10' entry leads into a junk-filled chamber, while to your right/west an archway opens into a 20x20 landing, the top of a circular stairway leading downwards - this must be what Rosa spoke of. The passage continues south another 30', ending at a junction where a side passage runs west, and immediately beyond it the main passage turns east out of your sight.
JamesDevil: down we go then...
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Smon: The air here is eerie and chill. You enter the chamber with the stairs. The walls are covered with peeling frescoes of slaves digging tunnels and crude pictographs of lizard-like humanoids cavorting, hunting & worshipping.
Smon: Roll investigation (or passive 15+)
JamesDevil rolls 1d20 and gets: 20,
Keelia: passive 16
Keelia: (where should I start this level 2 map on my page? Top/bottom left/right?)
Smon: The lizardman pictographs seem more recent than the peeling frescoes of human slaves, over-writing them.
Smon: You head down the spiral stairs...
Smon: /roll d20+12
Smon rolls 1d20 and gets: 5,
Smon: Do either/both of you have passive per 17+?
Keelia: yep pp 18
JamesDevil: not me
JamesDevil: 14
Smon: BS's keen eyes spot a pressure plate on the 3rd step down.
Keelia: Bright Star immediately stops Danor and points it out
JamesDevil: Guidance on BS (assuming she points it out)
Smon: OK Danor casts guidance, BS can roll Perception looking around.
JamesDevil: all yours my dear
Keelia: She crouches to examine and try to disable it
JamesDevil: plus 1d4 on your roll
Keelia: ok for perception
Keelia rolls 1d20+8 and gets: 11, (+8) = 19
Keelia rolls 1d4 and gets: 4,
JamesDevil: lol
JamesDevil: ooc I think BS can see through time
Keelia: 23 total perception
Smon: DC 20 - success - there is a hidden lateral recess on the pillar at knee level to the pressure plate.
Smon: Judging by the shape, it looks as if the plate triggers a scything blade trap.
Keelia: that would have hurt.
JamesDevil: i assume you mean *human* knee levele
Keelia: Bright Star gets Danor to step back up the stairs and she bends her attention to disabling it
Keelia: that would have really hurt Danor
Keelia: Guidance?
JamesDevil: another guidance
Keelia rolls 1d20+10 and gets: 17, (+10) = 27
Keelia rolls 1d4 and gets: 4,
JamesDevil: assuming we wait 6 secs between casts
JamesDevil:
Keelia: yeah, 31 for disabling
JamesDevil: i think you just disbaled the guy that put that trap in!
Keelia:
Smon: Yes, dwarf groin level.
BS crocuches down and gets out her thieves' tools...sliding a metal sheaf in between plate and stone, it should be jammed.
Keelia: Just to be sure, Bright Star recommends stepping over it
JamesDevil: Danor steps over the step
Smon: GM: Stepping over the plate you continue down. The air grows warmer and moister - almost like the Otroggic Hive - as you descend about 50'.
Keelia: Bright Star keeps watch on the steps ahead of them as they descend
Smon: @Keelia I suggest you start map in middle of page, you are in the SW part of the NE quadrant of Stonehell depths.
Keelia: (thanks!)
Smon: Eventually the stairs come down into a lowish ceiling chamber/landing. The walls & floor of the stairwell & chamber sport a serpentine motif—scale-pattern tiles, sinuously carved arches, and bas-reliefs of coiled snakes, ouroboroses, and striking serpents. The air here holds a faint reptilian odor,
punctuated by the marshy smell of mud and stagnant water.
JamesDevil: hmm, i smell scaly bastards down here
Smon: The landing chamber walls are again painted with the crude pictographs of lizard-like humanoids; the faint marshy smell grows stronger as you reach the floor.
JamesDevil: Danor cats Aid for +5 temp hp on both he and BS
Smon: The spiral fills a 20x20 area, most of the chamber, with 10' of open space to the north side where you step off.
Keelia: (thanks!)
JamesDevil: do we see any exits?
Smon: Two tunnels lead off from the N end, one to the east, one to the N.
JamesDevil: Danor pulls out a coin and flips it
JamesDevil rolls 1d2 and gets: 1
Smon: The N exit only runs 10' then opens into an Hexagonal Chamber. In it you see a Stone pedestal (3‘ tall) topped with the broken remains of a stone serpent.
JamesDevil: i think we should head north
Smon: The serpentine motifs are all over the walls, sinuous and intricate.
JamesDevil: nothing else in here?
Smon: The hexagon is 30x30 with tunnels off to N and E.
Smon: /roll d6
Smon rolls 1d6 and gets: 1,
JamesDevil: you want to pick this time BS?
Keelia: Bright Star peers around the room for hidden levers on the pedastal
Smon: Seems quiet, but the lizardy swampy smell is strong.
Keelia: Any footprints?
Keelia: If not...
Keelia rolls 1d2 and gets: 1
Keelia: North
JamesDevil: north we go then
Smon: BS checks out the pedestal for levers - there are none - and footprints. There are some marks on the floor that could be humanoid tracks going back and forth.
Smon: In all directions.
Keelia: "No clear trail. North is as good as any direction."
JamesDevil: "fair enough"
Smon: You head cautiously down the N tunnel. After 20' you reach an intersection - a side tunnel runs west/left while ahead the main tunnel goes another 20' into a second hexagon chamber. Looking down the west tunnel you see it lacks the reptile motifs, and you see a familliar glimmer of blue-white light - the Asylum zone.
Keelia: continue North past that then
Smon: The light starts about 40-50' down the west tunnel, in it you see 2 doors in the N wall of the west tunnel before it reaches what looks like the chamber where you fought the acid spitting beetles, months ago.
Smon: Bright Star did.
JamesDevil: "hmm, that way looks safe"
Smon: You head N into the northern hexagon chamber?
Keelia: Bright Star shudders in remembrance - her poor fur.
Keelia: yes, head north
Smon: Ying Fu the monk recounted his group slaying the nasty beetles a while back.
Smon: Going north...
Smon: After 20' you come out into the hexagon chamber, a single tunnel exit in the N wall. Here the central stone pedestal has a four-headed stone cobra carving atop it.
This 3‘ tall stone pedestal
bears a stone carving of a 2.5‘ high, four-headed hooded
cobra atop it. Each of the cobra‘s heads faces a cardinal
compass point. The pedestal has two 6‖ deep holes set
into it, one on the north side and one on the south.
Keelia: Does it look like something specific fits into there? Like a key?
Smon: 2 6" deep holes - one in south side facing you as you enter. You see the second hole in N side as you circle round it.
Smon: The holes are a good size, they would fit a typical iron spike, maybe a dagger (less well).
Smon: BS can roll Investigate.
Keelia rolls 1d20+6 and gets: 9, (+6) = 15
Smon: (just!) She was looking for levers before - something makes her think these may be holes *for* levers.
Keelia: Bright Star draws two of her iron spikes and carefully drops one in a slot
Keelia: (the south one)
Smon: The construction of the pedestal seems slightly odd - it's not built solidly into the ground.
Keelia: she dodges back in case it does something when the spike drops in
Smon: BS wedges a spike into the hole, creating a lever.
Smon: The top of the spike sits out of the hole.
Keelia: Hm, Can she push it? Does it open like a sewer?
Smon: Danor with your stonecunning, it looks to you as if the pedestal is not fully built into the floor & can be moved.
JamesDevil: hmm
Smon: Do you push your lever?
JamesDevil: I'll push it
JamesDevil: k
Keelia: ok, Bright Star will stand back then
JamesDevil: i thiunk we can rotate the ehwole thing either clockwise or anti clockwise
Keelia: She'll draw her bow in case it's a sewer.
Smon: The pedestal begins to rotate! Are you pushing it clockwise or anti clockwise?
JamesDevil: Danor tries to push the lever
JamesDevil: clockwise
Keelia: oh. go to the right - CCW
JamesDevil: >.>
JamesDevil: too late
Smon: It rotates quite smoothly. There is a faint grinding sound.
Keelia: well, you're pushing it - your choice
Smon: clockwise...
Keelia: Bright Star is standing back still - she'll check to see if any walls are moving
JamesDevil: Danor will continue pushing it clockwise
JamesDevil: has anything changed?
JamesDevil: in the room i mean
Smon: Suddenly a hidden panel in the west wall opens (vertically up).
Smon: Revealing a 1'x1' niche.
Keelia: Bright Star calls out - and goes to investigate the niche.
JamesDevil: Danor stop pushing
Smon: Danor stops pushing. Inside the hidden niche BS sees a money pouch and a gleaming dagger with snakehead motif on the hilt.
Keelia: She'll use an arrow to drag the things out - just in case there is a snake hiding in there
JamesDevil: ooc activate yoink mode BS
Keelia: All these snake motifs make her paranoid
Smon: BS levers out the coin pouch and extracts the dagger unharmed.
JamesDevil: so, continue turning CW or go CCW now BS?
Smon: The pouch holds mostly silver, a few gold - 78 sp & 8 gp.
Smon: The dagger is very fine, a slight eldritch glow, clearly enchanted.
JamesDevil: pass it to me and i'll ritually cast identify on it
Keelia: Bright Star hands over the dagger
Keelia: she uses the time to split the money
Keelia: 39 silver and 4 gold each
JamesDevil: Danor sits down and does the ritual to identify it
Smon: Danor IDs it as a +1 throwing dagger; weighted for throwing - if Attuned it will return after each throw.
JamesDevil: Danor hands it back
JamesDevil: "looks right up your alley BS
Keelia: Bright Star tucks it away with her other daggers.
Smon: It's the only dagger she'll ever need.
Keelia: She'll sell her other +1 dagger and keep this one instead
Smon: /roll d6
Smon rolls 1d6 and gets: 1,
JamesDevil: ok, so, CW again or CCW?
Smon: Looks like everyone is having a nap today.
Keelia: Continue? If this way works, keep trying
JamesDevil: good, let them sleep
JamesDevil: Danor pushes the statue CW again
Smon: Danor gives the pedestal another turn CW. The hidden niche's door closes.
Keelia: Bright Star watches the other walls for anything else
JamesDevil: He'll keep going till either something happens or he gets back to the starting position
Smon: Danor returns to start position.
JamesDevil: ok, now he pushes it CCW
Keelia: Bright Star watches the walls again.
JamesDevil: again till something happens or he gets back to the styarting position
Smon: As soon as Danor turns the statue CCW there is a *pfft* as viscous liquid spits from all 4 of the cobra heads...
JamesDevil: O.o
Smon: attack vs Danor (no shield):
Smon: /roll d20+6
Smon rolls 1d20+6 and gets: 16, (+6) = 22
Keelia: damn.
JamesDevil: would have hit me with a shield anyway ....
JamesDevil: resistence though
JamesDevil: and adv on the save
Smon: Poison hits Danor in the face, roll CON save DC 15 (advtg)
Smon: /roll d20+4x2
JamesDevil rolls 1d20+2 and gets: 16, (+2) = 18
Smon Rolls 1d20+4x2 and gets:
19 (+4) = 23
17 (+4) = 21
JamesDevil rolls 1d20+2 and gets: 8, (+2) = 10
JamesDevil: woot!
Keelia: nice!
Smon: BS is very unlucky - despite disad & no prof on the attack vs her, poison arcs across the chamber & strikes her!
Smon: BS roll CON save DC 15
JamesDevil:
Keelia: O.o
Keelia rolls 1d20+1 and gets: 3, (+1) = 4
JamesDevil:
Keelia: oh. boo
JamesDevil: poor kitty
Smon: /roll 3d8x2
Smon Rolls 3d8x2 and gets:
3, 6, 7 = 16
2, 3, 5 = 10
Keelia: uncanny dodge?
Smon: Danor takes 16/4 = 4 dmg.
JamesDevil: nice, 1 point of temp hp left
Keelia:
Smon: Uncanny Dodge won't help here sadly, 10 poison dmg to BS.
Keelia: Damn. Well, at least there was the 5 temp hp.
Smon: BS feels a little poorly.
JamesDevil: right
JamesDevil: unfortunatly i didn't prepare prot from poison
JamesDevil: soz
Keelia: (no matter )
JamesDevil: keep pushing or take the door to the N?
Keelia: Go north. Bright Star will grab her iron spike and stow it away
Smon: tunnel to n.
Keelia: "Bright Star thinks once one has treasure and is burned with poison, one should leave the room."
JamesDevil: "Danor agrees"
Smon: The tunnel runs a long way n, snakey carvings on the walls. After 30' there is a door in the E wall. From beyond it you hear faint buzzing. The tunnel continues n another 30' to where the broken remains of a door lie on the floor, then 15' beyond that it turns east.
Keelia: what kind of buzzing? Bug or electrical ?
Smon: Bug
Smon: Like flies on a hot day, but deeper.
JamesDevil: BIG bugs
JamesDevil: is the door locked?
Smon: It's unlocked.
Keelia: Bright Star thinks one should crack the door and peer inside - if big bugs, then they cannot get out but we can see in."
Smon: You notice some recent scuff tracks on the muddy floor here, distinctive hob-nailed boots.
JamesDevil: "fair enough, you are quieter than me, you open it a crack"
Smon: They go in & out of the door.
Smon: BS cracks open the door - roll stealth
Keelia: Bright Star will open the door just a small amount and peer in the room.
JamesDevil: do the Kolbolds wear hobnailed boots?
JamesDevil: Guidance BS
Keelia rolls 1d20+13 and gets: 10, (+13) = 23
Keelia rolls 1d4 and gets: 2,
Keelia: total of 25
Smon: BS is very quiet. Two enormous flies about 3' across are feasting on the rather decayed corpse of a hobgoblin, a pouch at his belt, rusty chain armour.
Keelia: (no, kobolds don't wear shoes. do ogres?)
JamesDevil: or maybe that hobgolblin did
Keelia: Bright Star relates this to Danor.
JamesDevil: hmm, the body might ahve somehting useful on it
JamesDevil: lets open the door, i'll stand in the doorway
Smon: The chamber is about 20x20, no other exits. There is a collapsed armoire and some ruined bedchamber furnishings, a single iron spike has been driven into the ceiling (?!)
Keelia: She looks up at the spike warily but opens the door.
JamesDevil: Danor steps into the door way and sacred flames the nearest fly
Keelia: Bright Star darts in with fancy footwork to grab the pouch
Smon: ok Danor casts Sacred Flame as BS darts in
Keelia: (attack + retreat, no OA)
Smon: /roll d20+3x2
Smon Rolls 1d20+3x2 and gets:
2 (+3) = 5
15 (+3) = 18
Smon: disad on save for surprise/unaware, a fly is blasted.
Smon: OK BS roll Sleight of Hand DC 13 to cut belt & grab pouch
JamesDevil rolls 2d8+4 and gets: 4, 3, (+4) = 11
Keelia rolls 1d20+7 and gets: 4, (+7) = 11
Smon: The fly is crisped! It dies
Keelia: damn, only 11
Smon: BS can't cut through the belt as the second fly lunges at her!
Smon: /roll d20+3
Smon rolls 1d20+3 and gets: 17, (+3) = 20
Smon: it bites her wrist
JamesDevil: its suprised tho
JamesDevil: this round
JamesDevil: shoudln't we roll init?
Smon: It recovered while she was trying to cut the belt
Smon: no
Smon: /roll d6+1
Smon rolls 1d6+1 and gets: 5, (+1) = 6
Smon: 6/2 = 3 dmg & roll a DC 11 CON save BS
Keelia: uncanny dodge
Keelia rolls 1d20+1 and gets: 7, (+1) = 8
Smon: yes that's why 6 > 3 dmg
Smon: /roll 2d6
Smon rolls 2d6 and gets: 1, 6, = 7
JamesDevil: Sacred flame on it when its back to Danor
Keelia: oh, come on dice. Give me a CON save one of these times!
Smon: BS is injected w foetid matter taking 7 poison dmg
Keelia: so 10 total?
Keelia: (note to self, buy some antidote next time in town)
Smon: (yes) As the belt cuts through, Danor casts Sacred Flame again
Smon: /roll d20+3
Smon rolls 1d20+3 and gets: 6, (+3) = 9
Smon: hits!
JamesDevil rolls 2d8+4 and gets: 3, 8, (+4) = 15
JamesDevil: boom
Smon: The second fly crisps and dies.
Smon: BS has the pouch now.
Keelia: Bright Star frowns at her very bad luck with poisons today and warily opens the pouch.
JamesDevil: Danor will check the body for anything else
Smon: The pouch holds a large topaz (25gp) and gleaming rose-white pearl (50gp)
Keelia: Bright Star oohs over the shinies. It's been a while since she's encountered any pretty things
JamesDevil: "you take them, you earned them after today"
Keelia: She grins at him and tucks them away.
Smon: The hobgoblin had rusty chain armour, his sword scabbard is empty. His head appears to have been partly crushed as if by a spiked club or similar and there is a puncture wound in his thigh.
JamesDevil: is the armour worth anything?
Keelia: She also drinks a healing potion. Her last normal one
Keelia rolls 2d4+2 and gets: 4, 3, (+2) = 9
JamesDevil: ooc i'd ahve healed you
Smon: It'll be worth some gold as scrap. Pretty heavy though.
Keelia: It's fine - she's got super healing potions left too and you may need those heals shortly
Smon: Looks too rusted to be repaired.
JamesDevil: hmm, nvm then
JamesDevil: anything special about the spike in the ceiling?
Smon: It looks just like BS's iron spikes. It would need an ogre sized creature to jam it in there. Are you continuing north after searching the ruined bedroom?
JamesDevil: i think so yea
Keelia: Yes, continue North. Carefully - if there's ogre sized creatures around, Bright Star will move silently as possible
JamesDevil: Danor will.....TRY to move as quietly as possible
Smon: 30' north brings you to the smashed door on the floor. Looking through open doorway to east you see a second ruined bedchamber, 20x20 with decayed and smashed furnishings, no other exit.
Smon: The corridor continues north then turns east out of sight.
JamesDevil: continue N i guess
Smon: There are more of the hob-nail boot tracks here, some recent ones going n down the tunnel.
Keelia: North then east
Keelia: Bright Star looks at the tracks carefully but continues onward
Smon: You reach the turn, and see the tunnel runs east 40' to end at broad stone stairs rising eastwards. Just before the stairs there is a door in the s wall. A dim red light comes from down the stairs.
JamesDevil: stealthly move towards the door....
Keelia: Check if door is unlocked - also if any footprints in front of it
Smon: The door is slightly ajar, scrape marks indicate it was opened recently, there are boot marks in front of it. Looking in you see a 20 e-w by 30 n-s chamber with large, empty bins & shelving; cleaning bushes on long poles; rakes; and a heavy portable winch & pulley lying on the stone floor.
Smon: You can roll Investigation DC 15.
Keelia rolls 1d20+6 and gets: 1, (+6) = 7
JamesDevil: guidance
Keelia rolls 1d4 and gets: 1,
Keelia: nope. Apparently Bright Star isn't interested.
Smon: /roll d6
Smon rolls 1d6 and gets: 4,
Keelia: Despite having passive investigation of 16
JamesDevil:
Smon: passive didn't seem appropriate re whether you recognised the stuff
Keelia: Cleaning brushes and a winch - they're either cleaning a chimney or some path between floors?
Smon: The brushes seem too wide and flat to be chimney brushes.
Keelia: Either way, Bright Star has no interest as per her investigation of 8. She moves on to the stairs unless Danor wants to have a roll?
JamesDevil: nah, ojto the stairs
JamesDevil: onto*
Smon: GM: You head up the stairs - the red light grows brighter... roll stealth please
Keelia: flat - like big sweeping brushes? Like brooms? or flat like a mop?
Keelia: never mind - moving on
Smon: like brooms
JamesDevil rolls 1d20 and gets: 14,
JamesDevil rolls 1d20 and gets: 13,
Keelia rolls 1d20+13 and gets: 7, (+13) = 20
JamesDevil: 13 for me
Keelia: hm. and 20 for me
Smon: The stairs run east up 20' to a kind of lounge/balcony lit by fire beetle glands in wall niches.You come out at n end of w wall. The balcony area is 30 x 30 with a matching stairway going down opposite you. (tbc)
Smon: Opulent furnishings of the lounge are now largely ruined; wall niches with baroque statuary; to the south is a balcony with semi-circular bulge overlooking a lower area. Standing looking out from the balcony with their backs to you are the sturdy forms of three hobgoblins, in chain armour with shields swords and bows.
Smon: They don't seem to have noticed your arrival.
Keelia: Bright Star draws her bow and looks to Danor for confirmation he's ready.
JamesDevil: Danor prepares to cast Heat Metal at level 3 on the Left one's armour
Keelia: Bright Star will aim for the closest clear shot.
JamesDevil: how far are they?
Smon: Danor steps in to get a view on the creatures as BS draws bow - Danor roll stealth DC 10 w advtg, cancelling out your disad.
Smon: 30' like I said
JamesDevil: ah, right, issed that
JamesDevil rolls 1d20 and gets: 2,
JamesDevil: gah
Smon: As Danor enters they hear the heavy dwarven tread and turn...
Keelia: Bright Star shoots as soon as Danor stumbles before their enemies can turn
Smon: ok I'l give BS her shot w advtg
Smon: roll to hit then we'll do init
Keelia rolls 1d20+7 and gets: 20, (+7) = 27
Keelia rolls 1d20+7 and gets: 12, (+7) = 19
Smon: The arrow drills a hob between the eyes
JamesDevil rolls 1d20 and gets: 15,
Smon: crit sneak att
Smon: /roll d20+1
Smon rolls 1d20+1 and gets: 19, (+1) = 20
Smon: roll dmg BS
Keelia: how do I crit sneak attack - is it double everything?
Smon: double dice only
Smon: 8d6+ bonus I get
Keelia: excellent
Keelia rolls 8d6+4 and gets: 3, 4, 4, 2, 6, 2, 6, 2, (+4) = 33
JamesDevil: O.o
Smon: The hob is knocked back, already dead as he tumbles over the balustade and splats on the floor 15' below.
Keelia: also init :
Keelia rolls 1d20+6 and gets: 11, (+6) = 17
JamesDevil: ooc Danor is glad BS is on his side
Keelia: Bright Star ducks back out of sight the best she can
Keelia: she grins at him, fangs catching the light
Smon: The remaining 2 win init and snarl, charging BS before she can retreat
Smon: /roll d20+3x2
Smon Rolls 1d20+3x2 and gets:
6 (+3) = 9
1 (+3) = 4
Smon: Swords cut empty air as BS falls back...
Keelia:
Smon: ok your goes
JamesDevil: your up first killer
Keelia: any place to hide?
Keelia: (probably not since they're lunged at me but might as well ask )
Smon: The stairs are behind you, but not really - they'll be able to see you on the stairwell.
JamesDevil: hide in plain sight
Keelia: ok attack
Keelia rolls 1d20+7 and gets: 1, (+7) = 8
JamesDevil: O.o
Smon: BS draws steel, slashes, misses.
Smon: Is Danor still casting?
Keelia: nope. Bright Star is too busy gloating over her previous dodge
JamesDevil: yep
JamesDevil: level 3 heat metal
JamesDevil: so one takes 3d8 then gets a consave
JamesDevil rolls 3d8 and gets: 8, 8, 8, = 24
JamesDevil:
Keelia: nice!
Smon: The armour glows red hot. The hobgoblin bursts into flame, staggers back, screaming loudly as it dies.
Keelia: very nice!
JamesDevil: very nie
Smon: As it writhes around on the floor the last hob slashes at Danor.
JamesDevil: would he friend like to continue or flee?
Smon: /roll d20+3
Smon rolls 1d20+3 and gets: 14, (+3) = 17
JamesDevil: miss
Smon: catches blow on shield
Smon: BS can sneak attack
Smon: (no advtg)
Keelia rolls 1d20+7 and gets: 10, (+7) = 17
Smon: AC 18 - can't get past shield & heavy armour.
Smon: Danor
JamesDevil: heat metal at levl 3 again
Smon: OK that takes a 2nd slot
JamesDevil rolls 3d8 and gets: 8, 5, 3, = 16
JamesDevil: yep, i know aboutt he slot cost
Smon: The last hob bursts into flame, staggers back, runs blazing over the balcony Steward of Gondor style, and splats on the cobbles below.
Keelia: very nice!
JamesDevil: i never use my 3rd level slots anyway
JamesDevil:
Smon: (was just checking spell to see if HM transferable - nope)
JamesDevil: very nice
JamesDevil: its pretty op, even on a successful con save they have dis on attacks and ability checks
Smon: /roll 2d8+1
Smon rolls 2d8+1 and gets: 8, 2, (+1) = 11
JamesDevil: and its a bonus action after its first cast
JamesDevil: i think i;m probably going to ahve to call it here, i haven't even had brekfast yet!
Smon: (yeah, pretty op vs armoured foes!)
Keelia: End on a high
JamesDevil: fingers crossed for 680xp
Smon: OK, when the flames die down you find 11 sp on the dead hob in the room.
Keelia: Cool
Smon: I get 550 XP, sorry
Keelia: 5 for BS 6 for Danor
JamesDevil: -.-
Keelia: darn - not enough to level for James.
Keelia: Nearly there tho
JamesDevil: theres always next game....
JamesDevil: yea
Smon: Breakfast - I had toast during game, sadly my milk had gone bad overnight!
Keelia: still, good game
JamesDevil: good game, i think they should ahve made a morale check after you onehit kill Kiki
JamesDevil: aw, poor simon
Keelia: O.o - I hope you caught it before you drank it!
Smon: I did have to pour out a cup of coffee
Smon: as milk had clotted
Keelia: that's unfortunate.
JamesDevil: righto, i'm off to wash, eat and general get up to no good, bye guys!
Keelia: have a good days guys!
Smon: GM: I'll assume you report back then continue exploring next week?
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