DM Kludde |
Yes, that's all there is to this part. There still some other buildings on the burial ground, and the big medusa carving with the indentations for the four items
Jebediah ensures the vampire never rises again, by splintering the coffin and driving a stake through the woman's heart. The vampire turns to dust and blows away in the chilling wind.
DM Kludde |
Examining the carving in the Adelan mausoleums, Jebediah concludes that tehgroup now has all four items: a keyhole in its right eye, for the key given by the Efreeti; a starburst indentation in the left eye, for the amulet found worn by Lucretia; a thin slot in the mouth for the dagger found in the font; and an oval indentation in the chin for the gem found in the charnel house.
Glaurung of Anfauglith |
"I think our sword is going to past this thing. Let's go!"
DM Kludde |
The party places the four items into the depression of the large medusa seal. Immediately, the group is teleported into a new room.
The ceiling of this grand chamber peaks forty feet overhead, and is covered with frescoes depicting the prophecy of Aroden’s return. In mockery of this, however, a massive fresco on the northeast wall depicts an infernal figure, black as soot, with the head of a goat and hairy bat wings. The devil holds a wicked- looking scythe in one hand and with the other feeds a brazier fire with pages from a book entitled The Prophecies of Aroden. A huge, defiled symbol of Aroden, its wings clipped bloodily, occupies the southeastern wall.
A 25-foot-tall iron statue of the Medusa Triumphant dominates the west end of the chamber. It depicts a naked medusa standing over a decapitated corpse, holding a sword in her right hand, blade parallel to the ground. The other arm is extended, grasping her grisly trophy by the curls, gore dripping from where the head was severed from its body.
On the floor is another large carving of a medusa.
Pad The Pyro |
Pad tightens the smoked googles around his eyes while gazing long at the iron statue.
"This statue reminds me why I stopped going on blind dates. You never know how strangers handle conflicting situations. For example, did he order a veal not realizing she was a vegetarian? Poor chap..." Of course, the Pathfinder Society is more or less a blind date in their team missions. I'm very happy we have been an agreeable lot for the most part.
Perception: 1d20 + 17 ⇒ (10) + 17 = 27
Jebediah Heliotrope |
"Well, if there was any doubt about this family's infernal connections, they are definitely gone now," Jebediah notes dryly.
He then joins in the search.
Perception: 1d20 + 32 ⇒ (5) + 32 = 37.
DM Kludde |
There's a passage to the east. Behind it is a large space. Four shimmering pools occupy this barrel-vaulted chamber, each about a foot deep and displaying a highly detailed mosaic of a cockatrice at its center, composed of fake precious stones.
Amsheagar |
Amsheagar follows closely behind the others and keeps an eye out for trouble. Perception: 1d20 + 30 ⇒ (2) + 30 = 32
DM Kludde |
Jebediah and Amsheagar move in cautiously, and examine the pools, the mosaics and the cockatrice. The cockatrice's eyes twinkle, and Amsheagar feels a stiffening of the joints.
1 Jeb, 2 Ams: 1d2 ⇒ 2
Jebediah and Amsheagar can clearly see now that the area is trapped, though the device has already triggered.
I need a fort save for Amsheagar, or turn to stone
Amsheagar |
save: 1d20 + 11 ⇒ (17) + 11 = 28
Hopefully Amsheagar shakes off the effects of being turned to stone against his will. However, he lets the stone powers take control and changes into an earth elemental and tries to glide down into the ground, using his tremorsense to spot anymore lame traps like that.
DM Kludde |
Amsheagar shakes off the effects, and from his underground position he notices that each of the four mosaics in the pools is part of one big trap, that is still active.
Needs a disable device, really
Pad The Pyro |
Pad's long gaze is suddenly shaken by the triggered effects of magic on Amsheagar.
"It would be my pleasure. Quite a nasty trap these are for the unsuspecting. The statue was distracting me from the true threat."
Pad swaps out his eyegear and attempts to calmly disable each of the four trapped mosaics.
Not sure if one roll is needed or four separate rolls. Taking 10 if possible.
Trapfinding, T10: 10 + 31 = 41
Disable Device, T10: 10 + 33 = 43
DM Kludde |
Pad manages to still the nasty transmutation trap, clearing the way. It quickly becomes clear that the north and south 'doors' are merely decoys, and that the true passage is a secret one to the east.
DM Kludde |
The secret passage opens to a long corridor, that winds around a few corners. Two large stone slab doors seal off passages to the west and south.
Pad The Pyro |
Pad's face turns bright red as he continues a trapfinding routine in the corridor feeling a bit embarrassed by Nalshene's offer.
"I have been known to give a shoulder massage or two with the perfect amout of pressure..."
Trapfinding, T10: 10 + 31 = 41
Disable Device, T10: 10 + 33 = 43
Amsheagar |
If Pad doesn't open the doors, Amsheagar will search the walls and then look on the other side to see if there is a latch that he can easily open..
perception: 1d20 + 30 ⇒ (12) + 30 = 42
DM Kludde |
Pad doesn't find any traps on either door.
Amsheagar, which are do you want to enter? West or south?
DM Kludde |
The stone slab open with remarkable ease, hinged on perfectly functioning hinges. The ceiling of the chamber behind it has a twenty-foot-high ceiling, which is held aloft by pristine granite pillars. The walls are covered in murals depicting battle scenes, while a twelve-foot-tall aquarium occupies the west end of the room, framed in iron and with thick glass. Four elaborate chairs of carved mahogany sit before this water-filled tank. A great Qadiran rug of intricate geometric designs covers the floor.
Front and center in the aquarium floats a bloated, unusually preserved corpse, its arms and legs shackled with chains attached to floor and ceiling, clad in an extraordinarily wrought breastplate emblazoned with the cross-eyed medusa, and bobbing in the green-hued water. The pommel of a sword protrudes from the body’s belly. The floating cadaver’s dead eyes are wide open, and its black hair wafts back and forth, as though cast about by a gentle breeze. A bronze plaque, green with age, mounted on the glass above, reads: “‘Then Let Them Drink’— Bartolomae Adella, 4496–4542.” A gilded bathtub stands to the corpse’s left, its legs great lion’s paws. Thick seaweed grows at the back of the tank, obscuring whatever might lie at the rear of this grisly aquatic display.
Jebediah Heliotrope |
"Rather a macabre display, but by this point, I have begun to expect that from this family. Any volunteers for diving into that mess?"
Jebediah then cautiously searches the room.
DM Kludde |
The only ingress into the tank is a 3-foot-diameter iron entry hatch atop its northeast corner.
Nalshene |
"That looks mighty dangerous. I'm not much of a swimmer, I'm afraid, and Narshala here wouldn't know what to do without me telling her. I think one of you druidic types will have to be the guinea fish, so-to-speak."
Glaurung of Anfauglith |
"My thoughts exactly. Can't one of you turn into a shark or dolphin or something like that? I think that would be far safer."
Shinkeer Aswander |
Shin opens his mouth to say something, then closes it, waiting to see if anyone responds to Glau's question.
DM Kludde |
All eyes on the druids...
Amsheagar |
can Amsheagar burrow through the ground and peak through the bottom of the tank?
Shinkeer Aswander |
Shin glances at his hesitating companions. "If any have a spell to transform me into something that swims, I will take a look."
Nalshene |
"Ah, now that I can help you with, my friend. If you would like to get near that opening, I can cast a spell that will turn you into a fearsome shark."
Nalshene would gladly cast beast shape II on you to turn you into a hammerhead shark. You'll get a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus, and gain the swim speed and bite attack of the shark.
DM Kludde |
It takes some brute force to open the hatch in the tank, but nothing the adventurers cannot handle. Shinkeer - now Sharkeer - drops in.
Swimming around, he sees the blade protruding from the belly of the corpse, which reads 'infersus mucro' on the pommel. . There is also a sealed iron chest, hidden on the bottom behind the seaweed.
Shinkeer Aswander |
1 person marked this as a favorite. |
Shinkeer - now Sharkeer - .
Hilarious!
Sharkeer swims down toward the corpse and uses his shark senses to check for anything untoward.
Perception: 1d20 + 27 ⇒ (7) + 27 = 34 +2 for traps.
DM Kludde |
The corpse is just that - a corpse.
Shinkeer Aswander |
Sharkeer moves down and tries to grab the iron chest in his mouth and take it the opening for his companions to grab. Once that is done, he will swim back and try to grab the sword and remove it.
Amsheagar |
Amsheagar comes up through the bottom of the tank and watches as the shark pokes at the body.
DM Kludde |
Sharkeer tries to move the chest, but finds it too heavy for his teeth. The sword comes out early though.
The pillars in the northern room suddenly change form, melting before the eyes of the adventurers. They turn into grotesque forms of formless mud, and one of them slips into the water tank.
Before the adventurers realise what is going on, the creature move up. (Surprise round).
init, Glaurung: 1d20 + 8 ⇒ (4) + 8 = 12
init, Nalshene: 1d20 + 5 ⇒ (18) + 5 = 23
init, Amsheagar: 1d20 + 8 ⇒ (16) + 8 = 24
init, Pad: 1d20 + 10 ⇒ (14) + 10 = 24
init, Jebediah: 1d20 + 2 ⇒ (19) + 2 = 21
init, Shin: 1d20 + 3 ⇒ (15) + 3 = 18
init, Monsters: 1d20 + 11 ⇒ (14) + 11 = 25
The one in the tank slams hard at the shark, while the other bashes at Amsheagar
Slam, Shinkeer: 1d20 + 21 ⇒ (5) + 21 = 26
Slam, Shinkeer: 1d20 + 21 ⇒ (20) + 21 = 411d6 + 8 + 3d6 ⇒ (5) + 8 + (2, 5, 5) = 25 last 3d6 is acid
Grab, Shinkeer: 1d20 + 21 ⇒ (14) + 21 = 35
Slam, Amsheagar: 1d20 + 21 ⇒ (14) + 21 = 351d6 + 8 + 3d6 ⇒ (5) + 8 + (3, 6, 1) = 23
Slam, Amsheagar: 1d20 + 21 ⇒ (3) + 21 = 241d6 + 8 + 3d6 ⇒ (3) + 8 + (5, 3, 1) = 20
The room fills with a dense fog, but one that burns the eyes and skin.
Acid Damage, everyone but shinkeer: 2d6 ⇒ (5, 6) = 11
---
Amsheagr
Pad
Nalshene
Jebediah
Shinkeer
Glaurung
---
Monster
Monster
Monster
---
Jebediah Heliotrope |
Jebediah roars, and comes to the defense of his fellow druid!
Talon, Rage, Pounce: 1d20 + 21 + 2 + 2 ⇒ (13) + 21 + 2 + 2 = 38, for 1d8 + 18 + 2 ⇒ (6) + 18 + 2 = 26 damage +2d6 ⇒ (1, 5) = 6 Holy damage +1d6 ⇒ 3 Acid damage.
Talon, Rage, Pounce: 1d20 + 21 + 2 + 2 ⇒ (19) + 21 + 2 + 2 = 44, for 1d8 + 18 + 2 ⇒ (7) + 18 + 2 = 27 damage +2d6 ⇒ (5, 1) = 6 Holy damage +1d6 ⇒ 5 Acid damage.
Bite, Rage, Pounce: 1d20 + 21 + 2 + 2 ⇒ (16) + 21 + 2 + 2 = 41, for 1d6 + 18 + 2 ⇒ (3) + 18 + 2 = 23 damage +2d6 ⇒ (5, 1) = 6 Holy damage
Foreclaw, Rage, Pounce: 1d20 + 16 + 2 + 2 ⇒ (18) + 16 + 2 + 2 = 38, for 1d8 + 18 + 2 ⇒ (1) + 18 + 2 = 21 damage +2d6 ⇒ (3, 4) = 7 Holy damage
Gore, Rage, Pounce: 1d20 + 18 + 2 + 2 ⇒ (6) + 18 + 2 + 2 = 28, for 1d8 + 15 + 2 ⇒ (2) + 15 + 2 = 19 damage +2d6 ⇒ (6, 3) = 9 Holy damage
That's 150 damage, total, ignoring the acid damage (since I know these things are immune, if they are what the picture is).
Nalshene |
Nalshene blasts off a Quickened Tenebrous color spray at the nearest muddy creature, then creates a shadow evocation mimicking a wall of fire spell, affecting both of the muddy dudes on the outside of the tank.
Nearest one needs to make a Will save, DC 24, or be affected by color spray as if its hit dice were 10 lower. Then they each get a Will save DC 31 for 20% damage, and take fire damage: 2d6 + 14 ⇒ (6, 2) + 14 = 22.
Then Narshala steps forward and attacks the muddy elementally thing with vengeance.
bite: 1d20 + 15 ⇒ (11) + 15 = 26
damage: 1d6 + 6 ⇒ (6) + 6 = 12
talon1: 1d20 + 16 ⇒ (12) + 16 = 28
damage: 1d8 + 6 ⇒ (7) + 6 = 13
talon2: 1d20 + 16 ⇒ (9) + 16 = 25
damage: 1d8 + 6 ⇒ (2) + 6 = 8
claw1: 1d20 + 15 ⇒ (4) + 15 = 19
damage: 1d4 + 6 ⇒ (4) + 6 = 10
claw2: 1d20 + 15 ⇒ (19) + 15 = 34
damage: 1d4 + 6 ⇒ (1) + 6 = 7
Pad The Pyro |
Pad steps southeast and casts Intensified Fire Snake in line with the Fire Wall engulfing two of the earth monsters in more flames.
"Burn baby burn!"
SR check: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33
Intensified Fire Snake: Ref DC 27: 19d6 + 19 ⇒ (6, 2, 5, 1, 6, 6, 1, 1, 6, 6, 4, 3, 5, 6, 6, 3, 5, 3, 6) + 19 = 100
Ticking off another 10 minutes of spell durations.
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Ongoing Effects: Freedom of Movement (perm), Mage Armor (15 hrs), Stoneskin 140/150 HP (110 min), Heroism (110 min), See Invisibility (110 min)