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1.3 the Glassworks and beyond.

Posted by DMFor group archive 0
DM
GM, 190 posts
Thu 19 Feb 2009
at 14:13
  • msg #1

1.3 the Glassworks and beyond

<Please be sure to make a list of normally memorized spells.  As this is several days later, everyone is at full hp and ready to go.>

Several days later
White deer inn with Garth, Zer-wedula and Naomi
   You have settled into a comfortable routine of having breakfast together before you head out to face the day.  You wonder what to do today?  You have come to the conclusion that you won't track down whoever was in league with the goblins unless they come back.  It's not from the lack of leads, but from their bounty.  There were lots of strangers in town that day, so you have lots of suspects with no realistic way of determining guilt.

The Rusty Dragon with Talis, Cat and Glum
   Glum goes out for his early morning meditations.  When he returns for breakfast he finds chaos at the Rusty Dragon.  Ameiko is not making breakfast as usual, her elderly halfling maid, woman named Bethana Corwin, is making it.  She’s obviously upset and asks to speak to Glum after breakfast.  Later, in private, she tells him her employer has gone missing. Bethana woke earlier this morning to find that Ameiko hadn’t started breakfast for the first time Bethana could remember. Worried, she knocked on Ameiko’s door but didn’t get a response. Against her better judgment, Bethana entered Ameiko’s room to find it empty and the bed un-slept in. Worse, she found a crumpled piece of parchment near the bed—a note from Ameiko’s older brother Tsuto.
   At this point, Bethana hands the PCs the note. Although it was written in Kaijitsu’s native tongue (likely to keep prying eyes from reading it, Bethana muses), Ameiko had been teaching Bethana the language over the last few years. The halfling has helpfully translated the note’s message on the opposite side.

Hello, Sister

I hope this letter finds you well, and with some free time on your hands, because we've got something of a problem. It's to do with father. Seems that he might have had something to do with Sandpoint's recent troubles with the goblins, and I didn't want to bring the matter to the authorities because we both know he'd just weasel his way out of it. You've got some pull her in town, though. if you can meet me at the Glassworks at midnight tonight, maybe we can figure out how to make sure he faces the punishment he deserves. Knock twice and then three times more and then once more at the delivery entrance and I'll let you in.

In any case, I don't have to impress upon you the delicate nature of this request. if news got out, you know these local rubes would assume that you and I were in on the whole thing too, don't you? They've got no honor at all around these parts. I still don't understand how you can stand to stay here.

Anyway, don't tell anyone about this. There are other complications as well, ones I'd rather talk to you in person about tonight.

Don't be late.

Tsuto



   Bethana explains that Tsuto was something of a scandal when he was born 21 years ago, since he’s a half-elf. Bethana sagely notes, with big eyes, that neither of Ameiko’s parents are elves. It was obvious that old Lonjiku wasn’t the boy’s father, and his rage at the discovery of his wife’s indiscretion was the talk of the town for months. Lonjiku’s wife Atsuii never revealed who the father was, and it’s a testament to Lonjiku’s stubbornness that they remained married. Tsuto was handed over to the Turandarok Academy to be raised outside of the Kaijitsu family, ignored by his father and forbidden visits from his mother. His older sister Ameiko visited him in secret a few times a month to keep him company, bring him some food, and promise him that someday things would get all
sorted out. That all changed six years ago, when they had a terrible argument in which Tsuto struck Ameiko. Bethana doesn’t know what the argument was about, but whatever it was is what sent Ameiko away from Sandpoint for a year, during which time she made a living as an adventurer. She returned to Sandpoint five years ago to attend her mother’s funeral. Tsuto was quite public in his opinions that his father had pushed Atsuii off the cliff to her death, and during the funeral there was a confrontation. Lonjiku nearly broke Tsuto’s jaw with his cane, after which Tsuto cursed him and left Sandpoint. Ameiko’s tried to reestablish contact with him ever since, but was never able to track him down.
   Bethana’s worried that Tsuto’s up to no good. Since Sheriff Hemlock’s out of town, you and your friends are the only ones she can turn to.  She begs you to head over to the Glassworks and find out what happened to Ameiko as soon as possible.
This message was last edited by the GM at 21:20, Fri 20 Feb 2009.
Garth Oakenshield
player, 78 posts
Thu 19 Feb 2009
at 15:08
  • msg #2

Re: 1.3 the Glassworks and beyond

As the trio breaks their fast the first morning together back in Swallowtail, Garth chews loudly on some sausage, then after washing it down with a large pull of ale, he suggests to the others, "Perhaps we should visit Old Niska, the wise woman.  She knows many things hidden from others."
This message was last edited by the player at 15:09, Thu 19 Feb 2009.
Naomi Armastance
player, 89 posts
Thu 19 Feb 2009
at 16:10
  • msg #3

Re: 1.3 the Glassworks and beyond

Naomi finishes up her own repast then hops down from her seat.  "Works for me.  When shall we bother her?"
Zer-wedula
player, 77 posts
Thu 19 Feb 2009
at 23:19
  • msg #4

Re: 1.3 the Glassworks and beyond

Zer-wedula looks up distractedly.  "Why don't you two run along," he says, the hint of a smile on his face.  "I have to prepare a scroll for eventualities."

[Private to DM: Zer-wedula creates a scroll of Sleep]
Garth Oakenshield
player, 79 posts
Fri 20 Feb 2009
at 16:16
  • msg #5

Re: 1.3 the Glassworks and beyond

Garth rises and then with a parting nod to Zer-wedula he moves off to visit the old Varisian wise woman.
Glum
player, 95 posts
The world's least dour
dwarf. Hence the name.
Fri 20 Feb 2009
at 17:56
  • msg #6

Re: 1.3 the Glassworks and beyond

Glum looked down at the piece of parchment and then back at Bethana.  "We will find out what happened?" He said.  He handed the parchment over to Cat and Talis and asked, "Are we ready to go this morning?  Well, I most certainly am.  I do not believe Ameiko or even Tsuto is in league with the goblins but we'll keep an eye out.  I assume Tsuko is a Mage but what of Ameiko?  She has adventured but do you know how she did so?"  This last question was addressed once more at Bethana.
This message was last edited by the GM at 20:10, Fri 20 Feb 2009.
DM
GM, 191 posts
Fri 20 Feb 2009
at 21:23
  • msg #7

Re: 1.3 the Glassworks and beyond

Glum
   Talis seems to be missing this morning, but Cat will run up and get the others.  Bethana responds to Glums questions "Lady Ameiko is a bard.  I've seen her fix her hair <Prestidigitation>, fix a wound<Cure X Wounds> and cause a rowdy customer to collapse in laughter <Hideous Laughter> before.  About Mr Tsuko, I can't really say.  I didn't get involved with the family until the Lady took over the Rusty Dragon.  I don't recall him ever casting spells.  But all elves can do magic, can't they?"


[Private to Zer-wedula: You can assume you wrote the scroll earlier and are starting another if you want]
Garth, Zer-wedula and Naomi
  As they are leaving the Inn, Cat and Garious show up and inform them of recent development.  Apparently there is a break in the goblin investigation.  As Cat takes everyone to a meeting point near the Sandpoint Glassworks she will tell you what Bethana and the note said.

<Lets start with everyone gathered near the Glassworks, with whatever weapons and armor you want to have with you.  If you want to do something along the way, let me know.  Check the game map.>


The Glassworks has many windows, skylights, and 4 doors, an office, main showroom, Loading(wagon sized) and back doors.  Smoke is coming from the chimney.
This message was last edited by the GM at 21:35, Fri 20 Feb 2009.
Zer-wedula
player, 78 posts
Fri 20 Feb 2009
at 22:08
  • msg #8

Re: 1.3 the Glassworks and beyond

"Why don't we, for once, stop."

"And make a plan."

"One that we, as in every single one of us, will adhere to."

"Before we plunge willy-nilly into what may be harmless, and what may be a fray?"


He seems to be looking more at Cat and Talis than anyone else.
Garth Oakenshield
player, 80 posts
Sat 21 Feb 2009
at 01:58
  • msg #9

Re: 1.3 the Glassworks and beyond

The party having gathered now, Garth sits upon an old stump sharpening his sword in preparation for the night's rendezvous.  Upon hearing Zer-wedula's plea, the big man grins, "That's a right good idea mate, let me know what you come up with."  He then returns to sharpening his sword.
Glum
player, 96 posts
The world's least dour
dwarf. Hence the name.
Sat 21 Feb 2009
at 08:48
  • msg #10

Re: 1.3 the Glassworks and beyond

"Plan?" asked Glum with a grin, "Fair enough. Let's start with a map of the Glassworks, perhaps some intelligence on enemy numbers, ways in, supply lines?  To be fair Zerwedula does have a point.  Remember we're doing reconnaissance, people so no unnecessary risks.  Gathering intelligence is useless if there are no survivors to pass it on to the next wave."
DM
GM, 193 posts
Sat 21 Feb 2009
at 12:55
  • msg #11

Re: 1.3 the Glassworks and beyond

From where you are on the street you can see that all the curtains on all the windows are covered.  From a nearby house a woman comes out and asks apprehensively "You ain't found more goblins, have you?"  She saw you standing out here and is wondering.  She does think it a bit odd for the Glassworks to have the curtains closed at this time in the morning, "Maybe Master Kaijitsuis working on something special that needs some privacy?"  But she doesn't seem concerned because the smoke is still coming from the furnaces, so they're doing something at the Glassworks.
Zer-wedula
player, 79 posts
Sat 21 Feb 2009
at 18:33
  • msg #12

Re: 1.3 the Glassworks and beyond

"Why don't we stroll about, count the doors and windows, look for signs of life?"
Zer-wedula shrugged as Willi poked out of his sleeve.  "I don't know much about glass.  Made from sand and fire, I hear.  Wouldn't want to fall on pile of broken glass, though."
DM
GM, 194 posts
Sat 21 Feb 2009
at 21:26
  • msg #13

Re: 1.3 the Glassworks and beyond

Zer-wedula and Glum
   The Glassworks has many windows, skylights, and 4 doors, an office and loading(wagon sized double doors) at 1 end and showroom and back doors(double) at the other.  Every window has curtains drawn.  Smoke is coming from the chimney.  Around back (the cliff side that looks out at the ocean) Zer-wedula clearly hears the roar of the furnaces and what sounds like high-pitched giggles, shrieks and breaking glass from inside.  Listening closer he hears a goblin voice say"now lets cut an arm off", followed by insane goblin laughter.


Garth and Naomi
  The noisy neighbor isn't the only curious person.  Others look curiously as they walk by and a couple of boys (10ish) stand and stare.
Garth Oakenshield
player, 81 posts
Sun 22 Feb 2009
at 02:40
  • msg #14

Re: 1.3 the Glassworks and beyond

Garth scowls at the children, "Go on now, scat!" He hisses in their direction.
Glum
player, 97 posts
The world's least dour
dwarf. Hence the name.
Sun 22 Feb 2009
at 08:18
  • msg #15

Re: 1.3 the Glassworks and beyond

Glum sighed.  "Looks like you were right.  Now let's get the watch to lay down a cordon and evacuate the area so none of these goblins can escape... then, despite knowing what we know, we can go in there, risking our lives, and kill lots of goblins."
Zer-wedula
player, 80 posts
Sun 22 Feb 2009
at 12:51
  • msg #16

Re: 1.3 the Glassworks and beyond

Zer-wedula nods.  "Maybe we can send the children to alert the watch.  Then, when we go in, I will put as many of the first ones we find to sleep so we can get to their leader quicker."
Zer-wedula
player, 82 posts
Mon 23 Feb 2009
at 11:32
  • msg #17

Re: 1.3 the Glassworks and beyond

Zer-wedula casts a spell [Mage Armor] on himself, then cocks and loads his crossbow.

"How about if Talis and dog and dog's friend go to the nearest door or window and go in?  The rest of us go to the second nearest door and go in.  Each group heads for the noises we heard."

Expecting full agreement, Zer-wedula heads off.
Glum
player, 98 posts
The world's least dour
dwarf. Hence the name.
Mon 23 Feb 2009
at 11:45
  • msg #18

Re: 1.3 the Glassworks and beyond

Glum shrugged and followed Zer-wedula into the second nearest entrance.

OOC
Glum's SOP as follows.
1) throw shuriken at goblins spotted. (but see 4 below)
2) If goblins get in range, hit them with staff.
3) Take weapons from dead or down goblins.  Finish off the not-dead.
4) If he has them, throw knives taken from goblins rather than shuriken.
5) At each corner, pause to check all directions and make new assessment.

Naomi Armastance
player, 90 posts
Mon 23 Feb 2009
at 16:18
  • msg #19

Re: 1.3 the Glassworks and beyond

"They're so cute when they get in the way." Naomi says to the kids attempting to look mildly menacing.  She knew that having townsfolk underneath may end up hampering things as they got moving. "Now if you kids don't mind, please run along before things get nasty."
DM
GM, 196 posts
Mon 23 Feb 2009
at 16:52
  • msg #20

Re: 1.3 the Glassworks and beyond

Garth, Zer-wedula, Cat and Glum and Naomi
   After sending the boys off to alert the guard, Zer-wedula looks around.  Talis is not present.  So the group goes around to the back door and finds it locked.  <to save time I'll just tell you, all the doors are locked>  Realizing there is a sense of urgency, Garth and Glum try to break the doors open.  It takes 3 trys before the lock breaks.  As the doors swing open you see a 5' hallway on the right, lite by the door and some light from the curtained windows.  It turns left and you can see flickering torch light from around the corner.
   Directly in front of you there is a goblin looking at you from an open door. In 1 hand he has a bloody dogslicer and in the other a human foot.  His armor is splattered with blood.  Behind him you see a room with tools and broken glass scattered around.  You hear the roar of the furnaces at work (-4 to listen checks) coming from behind the goblin as well.

<Game Map , each square is 5'x5'
http://www2.snapfish.com/slideshow/AlbumID=256545603/PictureID=6915891809/a=161694151_161694151/t_=161694151>


Tactical Situation Round 1
Glum is the only 1 who gets initiative on the goblin, there is no surprise round.
This message was last edited by the GM at 16:53, Mon 23 Feb 2009.
Garth Oakenshield
player, 82 posts
Mon 23 Feb 2009
at 18:15
  • msg #21

Re: 1.3 the Glassworks and beyond

OOC:  Garth's SOP

1. Charge enemy if further away
2. Engage enemy with sword using Power Attack for a +1 on Damage, -1 on his to-hit
3. Use bow to shoot at enemy if out of range for engaging in melee
4. Guard those in a weaker position if unable to engage the enemy with sword or bow.

This message was last edited by the player at 18:15, Mon 23 Feb 2009.
Glum
player, 99 posts
The world's least dour
dwarf. Hence the name.
Mon 23 Feb 2009
at 18:45
  • msg #22

Re: 1.3 the Glassworks and beyond

Glum stepped forward into the fray, trying to take out the goblin with two mighty blows of his staff.  Sadly, the best laid plans of dire rats and dwarves gang aft agley.  On the other hand, he may have clipped the goblin around the ear'ole  with the return swing.

19:42, Today: Glum rolled 14 using 1d20-2. Flurry of Blows second (staff).
19:41, Today: Glum rolled 1 using 1d20-2. Flurry of Blows first (staff) (presumably not a fumble because it's not a natural 1).

DM
GM, 197 posts
Mon 23 Feb 2009
at 20:39
  • msg #23

Re: 1.3 the Glassworks and beyond

Round 1
Glum Sets his shoulder to the door and bursts it in.  Glancing around he sees a goblin.  Without pausing for thought he uses his momentum from breaking the door to move up to the goblin and employ some secret staff techniques.  Alas, he misjudges his speed and hits the door frame with his 1st attack.  Quickly adjusting he connects, for 2 dam, on the flat-footed goblin.

Goblin 1 starts yelling in goblin [Private to Glum: "Longshanks, longshanks..."] and then takes a swing at Glum and connects for 4 dam.  After hitting, he runs further into the room and out of sight, still yelling.  Glum is so distracted by the pain that he misses his Aoo.


Tactical Situation Round 1
Glum is in the doorway to the Glassworking room.  Everyone else is outside.  Coming from the room, mixed with the roar of the furnaces and sounds of breaking glass, you hear more excited goblin chatter.  [Private to Glum: "Yeah, more to feed the fire", "We be goblins, they be food"]

                dam      status
Goblin 1      - 2



Order
Zer-wedula
Garth
Naomi Armastance
Catessa Fallowfield & Garious
Glum
Goblins

<I don't use fumble rules since they punish higher level characters more than lower level characters.  Everyone post>
This message was last edited by the GM at 14:20, Tue 24 Feb 2009.
Garth Oakenshield
player, 83 posts
Tue 24 Feb 2009
at 00:05
  • msg #24

Re: 1.3 the Glassworks and beyond

Garth
13/13

Gripping sword and shield, Garth roars a battle cry and leaps at the gobbo before them!


Spoiler text: (Highlight or hover over the text to view)
18:05, Today: Garth Oakenshield rolled 6 using 1d10+5. damage on Goblin 1.
18:04, Today: Garth Oakenshield rolled 16 using 1d20+4. To-Hit Goblin 1.


This message was last edited by the player at 00:42, Tue 24 Feb 2009.
Zer-wedula
player, 83 posts
Tue 24 Feb 2009
at 00:29
  • msg #25

Re: 1.3 the Glassworks and beyond

Zer-wedula calmly waits until one of his comrades rushes after the goblin, sure that they will soon be the brunt of the infamous Dogslicer Ambush.  He then steps into the room and casts Sleep [DC 14] in an attempt to catch as many goblins as possible.

[Standard Procedure: Shoot bravely from a distance.  If it looks like melee is unavoidable, try to 5' step away and cast Daze, then Flare.  Use Sleep scroll if another group is encountered.]
Naomi Armastance
player, 91 posts
Tue 24 Feb 2009
at 18:13
  • msg #26

Re: 1.3 the Glassworks and beyond

Naomi grins a feral grin and charges into the room on the heals of the others looking to see what other enemies happen to be hiding within beyond the first goblin.  As she is entering she invokes her Entropic Wards making it harder for the goblins to see, track, and hit her at range.
Glum
player, 100 posts
The world's least dour
dwarf. Hence the name.
Tue 24 Feb 2009
at 23:41
  • msg #27

Re: 1.3 the Glassworks and beyond

7/11
No longer able to see the goblin, Glum stepped back from the doorway to let others pass him.  Then, when Garth charged, he followed behind, ready to use his staff against anyone attacking Garth.
DM
GM, 199 posts
Wed 25 Feb 2009
at 00:26
  • msg #28

Re: 1.3 the Glassworks and beyond

Round 1
Garth follows goblin1 into the room with a loud roar (muted due to the roar of the furnaces) and swinging with abandon (power attack) smashing his sword into his target, who collapses with what is probably a mortal wound.

Zer-wedula summons arcane energies and casts them in the form of a sleep spell at the nearest group of goblins, 3 collapse onto the floor, asleep.

Naomi Armastance moves into the room and surrounds herself with a magical field, glowing with a chaotic blast of multicolored hues.

Catessa Fallowfield & Garious can tell that Garious does not like the noise and heat, but is excited about the goblins.  She rides into the room and casts a spell.  A ball of flame appears in her hand and she hurls it at goblin6 (in the middle of the room), who goes down with a smoking hole in his armor, 6 dam.  Garious moves up to sleeping goblin3.


Round 2
Glum follows Garth into the room and finds his options limited by all the tables covered with glasswear and tools and bodies.  Starting to move around a table he comes face to face with goblin2.  A quick jab with the staff misses the wily goblin.

Goblin2 attacks Glum, but his monk training allows him to dodge the blow and he takes no damage from the dogslicer.

Goblin3-5 Sleeping

Goblin7 looks up from examination of the glass encased body and then at the tongs holding a glob of molten glass.  Grinning evilly, he charges Garth and hits him with the glass.  Garth isn't hurt by the blow, but then the glass heats up the armor and he takes 2 damage from the heat.

Goblin8 moves forward, grabbing a glass bottle that he flings at Garious.  He hits the table in front of the dog, shattering and scattering glass shards in front of the dog and on 1 of the sleeping goblins..

Goblin9 sticks some tongs into a furnace and advances toward the party.

Goblin10 moves from the far end to the middle of the room, grabbing a large glass bottle


Tactical Situation Round 1
Glassworking Room: A long furnace burns along the right wall of this equally long room. Marble tables sit throughout the chamber, used to work raw glass into usable shapes, with nearby wooden tables cluttered with various tools of the trade. The building’s furnace rumbles loudly, causing any Listen checks made in this room to take a –4 penalty. The main furnace burns at the far end, a large chamber that utilizes alchemically treated wood that burns with a hot blue light. The workers use this room to melt glass, but now the goblins are using it for a more gruesome purpose.  The bodies of the eight murdered staffers lie in various stages of dismemberment; the goblins have been burning legs and arms in the furnace with glee, and pouring melted glass on the remains for their own evil amusement. There appears to be a human body, propped up in a chair in the central alcove and encased in thick runny sheets of hardened glass.  There were 10 goblins in the room when you came in, but 5 go down (asleep or dying) before the rest can hardly respond.
See map (http://www2.snapfish.com/slide...1694151/t_=161694151  ) for location details
Garth is in melee with goblins7.
Glum is in melee with goblins2
goblins 3-5 are asleep
goblins 8-10 are in the middle of the room

Blue are Goblins, small red dot=injured; small pink dot=sleeping; small black dot = dying/dead goblin
white patchs are areas with broken glass (Dangerous)
black "X" are dead bodies (human, etc...)
the big black dot is a human encased in glass


                dam      status
Goblin 1      - 7      dying
Goblin 2      -
Goblin 3      -         sleep
Goblin 4      -         sleep
Goblin 5      -         sleep
Goblin 6      -  6     dying
Goblin 7      -
Goblin 8      -
Goblin 9      -
Goblin 10     -
Zer-wedula
player, 84 posts
Wed 25 Feb 2009
at 11:18
  • msg #29

Re: 1.3 the Glassworks and beyond

Zer-wedula 6/6

"Behold the power of organization," Zer-wedula mutters.  Taking careful aim at goblin #9, he shoots his crossbow.

[06:16, Today: Zer-wedula rolled 3 using 1d8. Rolling damage on said goblin.
06:15, Today: Zer-wedula rolled 17 using 1d20. Shooting crossbow at a goblin.
Assuming he is out of Point Blank Shot range?]

Noting the choked conditions of the room and the tactical advantage on his side, he opts to reload as opposed to using up a precious spell.
Glum
player, 101 posts
The world's least dour
dwarf. Hence the name.
Wed 25 Feb 2009
at 11:29
  • msg #30

Re: 1.3 the Glassworks and beyond

7/11
Glum hits out at the goblin facing him (#2) with his staff.  He sends the staff over the goblin's head but manages to catch it on the back on the return stroke.

11:28, Today: Glum rolled 2 using 1d6. Damage staff.
11:28, Today: Glum rolled 18 using 1d20-2. second blow staff.
11:28, Today: Glum rolled 2 using 1d20-2. First blow staff.

This message was last edited by the player at 11:30, Wed 25 Feb 2009.
Garth Oakenshield
player, 84 posts
Wed 25 Feb 2009
at 15:10
  • msg #31

Re: 1.3 the Glassworks and beyond

With another yell, Garth swings down on the goblen before him!


Spoiler text: (Highlight or hover over the text to view)
09:09, Today: Garth Oakenshield rolled 12 using 1d10+5. damage on goblin7.
09:09, Today: Garth Oakenshield rolled 7 using 1d20+4. Power Attack on goblin 7.


Naomi Armastance
player, 93 posts
Wed 25 Feb 2009
at 16:07
  • msg #32

Re: 1.3 the Glassworks and beyond

Naomi moves a little bit then fires a blast at one of the goblins in the middle of the room.


09:06, Today: Naomi Armastance rolled 6 using 1d6+1.
09:06, Today: Naomi Armastance rolled 10 using 1d20+4. Attack Goblin 8.

DM
GM, 201 posts
Wed 25 Feb 2009
at 18:17
  • msg #33

Re: 1.3 the Glassworks and beyond

Round 2
Garth finds the goblin is adept at avoiding his swing, and misses.  The heat from the molten glass has dissipated enough that it does no more damage.

Zer-wedula hits goblin9 for 3 damage.

Naomi Armastance shoots her ray of energy, but the goblin is too small and fast for her and she misses.

Catessa Fallowfield & Garious Garious rips the throat out of goblin3 (coup de grace), while Cat shoots her sling and misses.


Round 3
Glum hits goblin2 for 2 damage.
<Your 2nd roll was a natural 20, which threatens a crit, I rolled and it was not confirmed>

Goblin2 attacks Glum, but misses.

Goblin4-5 Sleeping

Goblin7 swings the tongs at Garth, but they are not designed for combat and miss, but come close.  He throws the tongs down and draws his dogslicer.

Goblin8 moves forward and takes cover behind the marble table, then throws a heavy glass figure at Naomi, but misses and shatters against the wall behind her.

Goblin9 moves toward the party and a position to threaten both Glum and Garth.

Goblin10 moves forward and takes cover behind the marble table, then throws a heavy glass bottle at Garious, but throws it into the furnace instead.



Tactical Situation
The tables have boxes and various supplies stored below them, so going under requires so effort (extra movement, strength or escape artist)
See map ( http://www2.snapfish.com/slide...1694151/t_=161694151 ) for location details
Garth is in melee with goblins7
Glum is in melee with goblins2
goblins 4,5 are asleep
goblins 8,10 are in the middle of the room
goblin9 is in melee with both Garth and Glum

Blue are Goblins, small red dot=injured; small pink dot=sleeping; small black dot = dying/dead goblin
white patchs are areas with broken glass (Dangerous)
black "X" are dead bodies (human, etc...)
the big black dot is a human encased in glass


                dam      status
Goblin 1      - 7      dying+1
Goblin 2      - 2
Goblin 3      -         dead
Goblin 4      -         sleep
Goblin 5      -         sleep
Goblin 6      -  6     dying+1
Goblin 7      -
Goblin 8      -
Goblin 9      -  3
Goblin 10     -
This message was last edited by the GM at 19:43, Thu 26 Feb 2009.
Zer-wedula
player, 85 posts
Thu 26 Feb 2009
at 11:34
  • msg #34

Re: 1.3 the Glassworks and beyond

Zer-wedula 6/6

Zer-wedula snapped a shot of at goblin 8 but it bounced harmlessly off the table.

[06:25, Today: Zer-wedula rolled 10 using 1d20. Shooting goblin 8. ]


"Little turd," the half-elf swore.

He reloaded as he took a five foot step into cover of his own.
Naomi Armastance
player, 95 posts
Thu 26 Feb 2009
at 16:08
  • msg #35

Re: 1.3 the Glassworks and beyond

Ducking down a bit to keep her profile low Naomi takes another blast at the 8th goblin.

09:07, Today: Naomi Armastance rolled 3 using 1d6+1. dmg.
09:07, Today: Naomi Armastance rolled 12 using 1d20+4. Attack Gobby 8.

Garth Oakenshield
player, 85 posts
Thu 26 Feb 2009
at 19:04
  • msg #36

Re: 1.3 the Glassworks and beyond

With a curse, Garth swings his heavy blade at Goblin7!


Spoiler text: (Highlight or hover over the text to view)
13:03, Today: Garth Oakenshield rolled 9 using 1d10+5 (Power Attack -1/+1). Damage on Goblin 7.
13:02, Today: Garth Oakenshield rolled 14 using 1d20+4. to-hit Goblin 7.


This message was last edited by the player at 19:25, Thu 26 Feb 2009.
Glum
player, 102 posts
The world's least dour
dwarf. Hence the name.
Thu 26 Feb 2009
at 22:10
  • msg #37

Re: 1.3 the Glassworks and beyond

Glum continued his assault on goblin two, this time seeking to strike the goblin with first one end, then the other end of his quarterstaff.

23:09, Today: Glum rolled 2 using 1d6. damage second blow.
23:08, Today: Glum rolled 5 using 1d6. Damage first blow.
23:06, Today: Glum rolled 16 using 1d20-2. Second blow.
23:06, Today: Glum rolled 17 using 1d20-2. First Blow.

DM
GM, 203 posts
Thu 26 Feb 2009
at 22:42
  • msg #38

Re: 1.3 the Glassworks and beyond

<Please be sure to start your posts with your hps;
current/total+extra (example:   7/10 + 2 from rage

Also everyone give me listen checks (don't forget -4 for the roar of the furnaces and post what you are doing this round.  The listen check is still a round away.>


Round 3
Garth connects this time and they goblin smashes into the marble table with a sickening "thump" for 9 dam.

Zer-wedula misses.

Naomi Armastance shoots her ray of energy, but the goblin has a cover bonus and her attack hits the table.

Catessa Fallowfield & Garious Garious leaps over the sleeping goblin that is surrounded by broken glass while Cat draws a spear.  They move to engage goblin8.  The goblin is so busy avoiding Garious that cat spears him clear through the neck and he collapses from 6 dam.


Round 4
Glum hits goblin2 for 5 damage, and he goes down.  Whirling around he whacks goblin9 for 2 damage, but he manages to stay on his feet.
<Pretty hot rolling Glum, nice>

Goblin4 Sleeping

Goblin5 has taken 1 damage from the glass and splattered hot glass, and wakes up, still on the ground in the middle of broken glass.

Goblin9  flings the molten glass at Glum, who avoids the big glob, but not the smaller droplets that burn him for 1 dam.  Then his eyes get big and he starts jabbering in goblin and takes off, moving away.
[Private to Glum: “Wait! It’s those longshanks what stopped the raid! Run for your lives!"]  Glum takes advantage of this distraction (Aoo) and hits him in the back of the head, hard (6 dam).

Goblin10 hears what goblin9 says and takes off away from the party, yelling in goblin.  [Private to Glum: “Boss, boss!"]



Tactical Situation
See map ( http://www2.snapfish.com/slide...1694151/t_=161694151 ) for location details
goblins 4 asleep
goblin5 on the ground (in the middle of broken glass), weaponless (on the table)
goblins 10 is at the far end of the room
Talis arrives at the end of the round

Blue are Goblins, small red dot=injured; small pink dot=sleeping; small black dot = dying/dead goblin
white patchs are areas with broken glass (Dangerous)
black "X" are dead bodies (human, etc...)
the big black dot is a human encased in glass


                dam      status
Goblin 1      - 7      dying+2
Goblin 2      - 7      dying
Goblin 4      -         sleep
Goblin 5      -  1     on the ground, weaponless
Goblin 6      -  6     dying+2
Goblin 7      -  9     dying
Goblin 8      -  6     dying
Goblin 9      -  11   dying
Goblin 10     -
This message was last edited by the GM at 00:40, Fri 27 Feb 2009.
Glum
player, 103 posts
The world's least dour
dwarf. Hence the name.
Fri 27 Feb 2009
at 00:11
  • msg #39

Re: 1.3 the Glassworks and beyond

6/11

01:10, Today: Glum rolled 9 using 1d20. Listen (-4 for furnace negates usual +4).


Seeing the goblin (goblin 10) getting away, Glum attempted to stop him with a well-aimed shuriken.

10:38, Today: Glum rolled 14 using 1d20+2. Hurl shuriken at Goblin.
This message was last edited by the player at 10:39, Fri 27 Feb 2009.
Zer-wedula
player, 86 posts
Fri 27 Feb 2009
at 11:17
  • msg #40

Re: 1.3 the Glassworks and beyond

6/6

"Talis!" Zer-wedula cried out loudly, drowning out all other noises momentarily.

[06:14, Today: Zer-wedula rolled 3 using 1d20-1. Listen after all adjusting. ]

Seeing the battle closing out and his foes out of spell range, he shoots at goblin 10, then reloads.

[06:16, Today: Zer-wedula rolled 8 using 1d20. Shooting 10 in the back as he flees!. ]
Garth Oakenshield
player, 86 posts
Fri 27 Feb 2009
at 15:30
  • msg #41

Re: 1.3 the Glassworks and beyond

Garth bellows in rage as he sees Goblin 10 racing away.  Leaping over any goblins prone before him, he charges after the goblin at the other side of the room!
Naomi Armastance
player, 96 posts
Fri 27 Feb 2009
at 16:58
  • msg #42

Re: 1.3 the Glassworks and beyond

Seeing the goblin at the far side of the room attempting to make a break for it Naomi fires her next blue white bolt at it intent on killing it before it can get free.

09:57, Today: Naomi Armastance rolled 2 using 1d6+1. damage.
09:57, Today: Naomi Armastance rolled 20 using 1d20+4. Ranged Touch Attack.
OOC-I hit it!  Yay! then I roll a 1.  Heh.

DM
GM, 205 posts
Fri 27 Feb 2009
at 19:14
  • msg #43

Re: 1.3 the Glassworks and beyond

Round 4
Garth charges after the fleeing goblin, but is hampered by his armor and the clutter of the room.

Zer-wedula misses.

Naomi Armastance moves forward through the broken shards, luckily missing them and fires her energy at the extreme edge of her range, hitting and wounding goblin10 for 1 damage
[Private to Naomi Armastance: no point blank damage, he is not within 30']

Catessa Fallowfield 8/8 & Garious 19/20 with Cat urging him on, Garious leaps broken glass and chases down goblin10.  Cat's spear strikes the goblin but doesn't penetrate the armor and Garious misses completely.  She pulls Garious to a stop, turns in her seat and yells over the din, " more goblins ".
<Ride check to "spur mount", giving him +10' move but does 1 dam
jump check to avoid broken glass
and Cat is the only one to make the listen check>


Talis  6/6 comes running in "Hey, you started without me.  How am I supposed to get my "beauty rest" without being knocked unconscious?  I was restless all night."  He moves over to goblin5, (moving slowly while walking through the broken shards) and sticks his sword in the goblins face.  "Don't move."



Round 5
Glum misses.

Goblin4 Sleeping

Goblin5 grabs a tool from under the table and tries to bash Talis with it.  But the improvised weapon is ineffective and misses.  However, rolling around on the glass shards hurt and goblin5 takes 1 damage.

Goblin10 in an obvious panic goblin10 throws himself against the door which bursts open.  It slows him down but he manages to keep going, Yelling at the top of his lungs.  [Private to Glum: “Boss, boss!  They're dead, they're all dead!"]



Tactical Situation
See map ( http://www2.snapfish.com/slide...1694151/t_=161694151 ) for location details
goblins 4 asleep
goblin5 on the ground, with an improvised weapon
goblins 10 is in the next room with an unknown number of other goblins

Blue are Goblins, small red dot=injured; small pink dot=sleeping; small black dot = dying/dead goblin
white patchs are areas with broken glass (Dangerous)
black "X" are dead bodies (human, etc...)
the big black dot is a human encased in glass


                dam      status
Goblin 4      -         sleep
Goblin 5      -  2     on the ground, improvised weapon
Goblin 10     -  1
This message was last edited by the GM at 19:18, Fri 27 Feb 2009.
Zer-wedula
player, 87 posts
Sat 28 Feb 2009
at 23:05
  • msg #44

Re: 1.3 the Glassworks and beyond

6/6

Zer-wedula picks his way slowly over to the human encased in glass to see if he can recognize the unfortunate.

[Private to DM: Move at half speed to avoid damge from broken glass but double move]
Glum
player, 104 posts
The world's least dour
dwarf. Hence the name.
Sun 1 Mar 2009
at 00:31
  • msg #45

Re: 1.3 the Glassworks and beyond

Glum collects the knives of the dead and dying goblins before moving on.
Naomi Armastance
player, 97 posts
Sun 1 Mar 2009
at 01:23
  • msg #46

Re: 1.3 the Glassworks and beyond

Naomi groans as she nearly stumbles on the sleeping goblin.  "They just can't leave enough alone, and then they sleep on the Job!!" She says then grabs some nearby rope and ties the little blighter up.
DM
GM, 206 posts
Mon 2 Mar 2009
at 05:05
  • msg #47

Re: 1.3 the Glassworks and beyond

Round 5
Garth charges after the fleeing goblin, but realizes that he could never catch them and that the rest of the group isn't going to pursue them right away.  So he stops by Cat, sword ready to attack if any goblins come in.  But none do,

Zer-wedula moves forward, the man under the glass is human and of the same race as Ameiko Kaijitsu.  It must be her father, Lonjiku Kaijitsu.  He was killed and then carefully encased in glass.  This must have taken some time, probably all night.

Naomi Armastance moves over to goblin4 getting out a rope.
<Good job, I was wondering if anyone would remember the sleeping goblin.  It will take 1 min to tie him up securely.>

Catessa Fallowfield 8/8 & Garious 19/20 says to Garth, "You keep watch, I'll attend to Glum." and goes back and uses magical healing.  Glum has full hp from a CLW spell.

Talis  6/6 "Not very smart of you, was it.  But that's being redundant, isn't it"  and he shoves his sword through goblin5 for 8 dam, then moves forward.


Round 6
Glum starts collecting weapons

Goblin4 Sleeping

Goblin10-? the goblin voices grow quite and Cat/Garth get the impression of furtive movement in the dimly lit room though the door.



   So the group pauses to collect itself and do some healing.  It is obvious the 9 bodies have been dead for several hours.  The goblins have been butchering the bodies and pouring moten glass on them, similar to the effect done on Lonjiku Kaijitsu, but with much less skill.  After tying up the now conscious (and struggling) goblin and collecting the weapons what do you want to do.
Naomi Armastance
player, 98 posts
Mon 2 Mar 2009
at 05:34
  • msg #48

Re: 1.3 the Glassworks and beyond

"Someone go find out what that Escaped Goblin was about!" Naomi states out loud to whoever is listening while she ties up the sleeping bestial humanoid.  "Obnoxious filthy chaotic little creatures" She says while cording the rope around it's limbs.
Zer-wedula
player, 88 posts
Mon 2 Mar 2009
at 12:57
  • msg #49

Re: 1.3 the Glassworks and beyond

Zer-wedula looks about for a piece of wood he can utilize, then lights it in the furnace.  He heaves his improvised torch into the next room to see if visbility improves.

[07:56, Today: Zer-wedula rolled 9 using 1d20. tossing a torch.  ]
Glum
player, 105 posts
The world's least dour
dwarf. Hence the name.
Mon 2 Mar 2009
at 13:45
  • msg #50

Re: 1.3 the Glassworks and beyond

Glum checks to see whether there is any way to turn off the furnace from this room.  If so, he will do so, if not, he will follow Zer-Wedula's torch into the next room, quarterstaff swinging as he seeks little green heads to smash.
DM
GM, 207 posts
Mon 2 Mar 2009
at 15:12
  • msg #51

Re: 1.3 the Glassworks and beyond

  The furnaces are fed by stacks of strangely colored wood.  Zer-wedula recognizes them as an alchemically treated wood that burns longer and hotter than normal. In a holder on a wall near the door you came in, he finds an Everburning torch (a torch with a continual flame spell on it).

   Naomi ties up the goblin <take 10, means the goblin needs an escape artist check of dc22 to get free>.  Cat looks around at the dead and mutilated corpses and gets a set look on her face.  She goes over to the prisoner Naomi is securing and carefully whacks him into unconsciousness.

For a map, see http://www2.snapfish.com/slide...1694151/t_=161694151

  Tossing the torch reveals a freight loading room. A wheelbarrow sits against a wall here, and shelves on the walls contain various reagents used in the glass making process. A safe on the floor hangs open and empty.  The wheelbarrow has blood on it (probably used to bring the bodies from wherever they were killed).  Various crates and boxes are piled around, apparently undisturbed, but providing plenty of shadows for a goblin to be hiding in.  Several crates are piled in front of the window, blocking observation from the outside.  There are 4 other doors.  The outside double doors, 1 closed door and 2 open doors that both lead to hallways.  The open door to the right leads to several other doors while the open door to the left leads to a stairway down to a basement area.

  Your entrance does not provoke any immediate attack.  If there are goblins here
they are remaining hidden.
Garth Oakenshield
player, 87 posts
Mon 2 Mar 2009
at 15:37
  • msg #52

Re: 1.3 the Glassworks and beyond

Garth stalks through the immidiate area looking to ensure no hostiles remain hiding to spring upon the group.
Zer-wedula
player, 89 posts
Mon 2 Mar 2009
at 22:11
  • msg #53

Re: 1.3 the Glassworks and beyond

Zer-wedula turns to Cat.  "Can your dog sniff out the goblins?" he asks.

He moves his Sleep scroll to his front pocket and continues to hold his crossbow cocked and ready.

"I recommend a similar attack: Have the dog sniff them out, Sleep a bunch of them, and kill the rest.  Solid?"
DM
GM, 208 posts
Tue 3 Mar 2009
at 00:44
  • msg #54

Re: 1.3 the Glassworks and beyond

Talis looks around, but stays near Zer-wedula.  Cat has Garious sniff around, "There seems to be goblin scent through both open doorways, all made recently and approximately the same amount of traffic.  He can't determine which way the one we were chasing went."  Searching the room finds no goblins and Garious doesn't smell any present. Which way do you want to go;
downstairs
closed door1 - from the loading room
closed door2 - from hall
closed door3 - from hall
closed double doors - from hall
This message was last edited by the GM at 02:59, Tue 03 Mar 2009.
Glum
player, 106 posts
The world's least dour
dwarf. Hence the name.
Tue 3 Mar 2009
at 17:53
  • msg #55

Re: 1.3 the Glassworks and beyond

Glum smiled as he saw all the closed doors.  "If the Goblins want them closed", he mused, "then we want them open".  With that, he went to the closed double doors and attempted to open them.
Zer-wedula
player, 90 posts
Tue 3 Mar 2009
at 23:08
  • msg #56

Re: 1.3 the Glassworks and beyond

Zer-wedula moved behind Glum, ready to cast Sleep as needed.
DM
GM, 209 posts
Tue 3 Mar 2009
at 23:53
  • msg #57

Re: 1.3 the Glassworks and beyond

Glum opens the doors onto a long empty dim hallway (see
http://www2.snapfish.com/slide...1694151/t_=161694151 ) when Talis says "Up or down, which is the right way?".  Then he seems to think of something and smirks, "Luckily I'm smart enough to brng this" and he pulls out a piece of cloth.  "This was Ameiko's, so maybe Garious can use it to find out which way she went."  After sniffing a bit, Garious is sure she went downstairs.  Do you want to;
explore this floor before going downstairs or
go after Ameiko right away?
Zer-wedula
player, 91 posts
Wed 4 Mar 2009
at 11:22
  • msg #58

Re: 1.3 the Glassworks and beyond

"You are indeed brilliant, Talis," Zer-wedula remarks.  "Let us go and rescue the damsel, for her miscreant brother will surely be nearby."

HE points downstairs for emphasis.
Glum
player, 107 posts
The world's least dour
dwarf. Hence the name.
Wed 4 Mar 2009
at 11:47
  • msg #59

Re: 1.3 the Glassworks and beyond

Glum nods and follows the others downstairs.
DM
GM, 210 posts
Wed 4 Mar 2009
at 14:13
  • msg #60

Re: 1.3 the Glassworks and beyond

The stair go down about 30', come to a landing, turn left and continue down another 10' into an underground storage hallway.  From the light of Cat's torch, crates and barrels line the walls and two wheelbarrows sit against the wall to the right of the stairs up.  To the left are the remains of a brick wall that has been dismantled to reveal an older passageway leading into the darkness.  Due to the tight quarters the party is restricted to single file.

http://www2.snapfish.com/slide...1694151/t_=161694151

Tactical Situation
As they approach the bottom of the stairs behind Garth, Glum and Zer-wedula notice a goblin hiding under the wheelbarrow about to attack Garth.  They have initiative on the goblin in the surprise round.  The only light source (unless someone else has a torch) is the Everburning torch carried by Cat, who is currently still around the corner.



Order
Zer-wedula
Talis
Garth
Naomi Armastance
Catessa Fallowfield & Garious
Glum
Goblins

<Don't forget to include your hps (current and total) in your posts.

Glum and Zer-wedula may post their actions in the surprise round.>

Glum
player, 108 posts
The world's least dour
dwarf. Hence the name.
Wed 4 Mar 2009
at 15:18
  • msg #61

Re: 1.3 the Glassworks and beyond

11/11

"Garth, goblin under the wheelbarrow. Watch out" called Glum as he hurled a shuriken with fury but little accuracy toward said goblin.  He hefted his staff and prepared for battle, calling out to others, "We're going among them, be alert."

15:04, Today: Glum rolled 7 using 1d20+2. Hurl shuriken at Goblin.

DM note: in msg #47 Cat healed your wounds
This message was last edited by the GM at 15:30, Wed 04 Mar 2009.
Zer-wedula
player, 93 posts
Wed 4 Mar 2009
at 23:03
  • msg #62

Re: 1.3 the Glassworks and beyond

6/6

[18:02, Today: Zer-wedula rolled 9 using 1d20+1. shooting gob under barrow. ]

"Yes, beware, for we are only scaring it!" Zer-wedula added as his bolt skipped away.
DM
GM, 212 posts
Thu 5 Mar 2009
at 00:14
  • msg #63

Re: 1.3 the Glassworks and beyond

Surprise Round
Zer-wedula shoots and misses.

Glum throws and misses.

???? an arrow comes out of the darkness to Garths left and hits him for 7 dam.

Goblin10 charges out from his place of concealment and strikes at Garth, but his dogslicer doesn't penetrate Garth's armor.

Goblin11 strikes at Garth from under a wheelbarrow, but gets distracted by the shuiken and bolt shot at him.  This causes him to hit nothing but air.

Goblin12 shoots a human sized light crossbow (so it is considered a heavy for him) striking Zer-wedula for 5 dam.



Tactical Situation
See map
( http://www2.snapfish.com/slide...1694151/t_=161694151 )
for location details
Most of the hallways are cluttered with crates and boxes, so trying to go around someone (or moving through the rubble to the Garth's left) requires 10' of movement per square.

goblins 10 and 11 are in melee with Garth
goblin 12 has cover and is shooting a "heavy" crossbow
Garth has trouble seeing into the darkness to his left to see who is shooting at him.

Blue are Goblins, small red dot=injured; small pink dot=sleeping; small black dot = dying/dead goblin

                dam      status
Goblin 10     -  1
Goblin 11     -
Goblin 12     -
?????         -

<Ok, everybody may now post for round 1>

Garth Oakenshield
player, 89 posts
Thu 5 Mar 2009
at 00:34
  • msg #64

Re: 1.3 the Glassworks and beyond

4/13

Garth gasps in pain as the arrows sinks into his flesh and blood spurts forth from the wound!  Even as he bleeds, he spins about to bring down his large blade upon one of those whom attack him!


Spoiler text: (Highlight or hover over the text to view)
18:34, Today: Garth Oakenshield rolled 10 using 1d10+5. damage on goblin 10.
18:33, Today: Garth Oakenshield rolled 13 using 1d20+4. Power attack on Goblin 10.


Glum
player, 109 posts
The world's least dour
dwarf. Hence the name.
Thu 5 Mar 2009
at 01:00
  • msg #65

Re: 1.3 the Glassworks and beyond

Glum moved carefully behind Garth to engage Goblin 11, who he bashed with his quarterstaff (only a single blow this time rather than showing off his prowess).

01:57, Today: Glum rolled 6 using 1d6. Damage from Quarterstaff.
01:57, Today: Glum rolled 16 using 1d20. Single blow from Quarterstaff.

Zer-wedula
player, 94 posts
Thu 5 Mar 2009
at 11:21
  • msg #66

Re: 1.3 the Glassworks and beyond

1/6

With a high pitched squeal Zer-wedula sinks to one knee.  He casts Daze (DC 13) at goblin 12.

"We need a cleric and the dog!" he calls out.
DM
GM, 213 posts
Thu 5 Mar 2009
at 13:34
  • msg #67

Re: 1.3 the Glassworks and beyond

Round 1
Zer-wedula  casts a spell on goblin12, which doesn't seem to have any effect.

Talis moves in front of Zer-wedula and says "take cover behind me Zer, we still have need of your magics".  Then he hits goblin12 with a thrown dagger for 5 damage, dropping him.

Garth's swing is just a little wild and misses by a whisker (if goblin had whiskers).

Naomi Armastance targets goblin10 "I hit you once, I can do it again" and hit him squarely in the chest for 6 dam, dropping him.

Catessa Fallowfield & Garious rides forward to behind Zer-wedula and casts a spell healing 1 damage, "Sorry, I'm out of my more powerful spells."

Glum moves beside Garth and connects with goblin11 for 6 damage, dropping him.  His darkvision easily pierces the darkness and he sees a halfelf with a bow.

Halfelf locks eyes with Glum and shots him with an arrow for 5 damage, before disappearing around the corner.  Glum clearly hears him moving away down a corridor.

Halfelf
 ( http://www2.snapfish.com/slide...1694151/t_=161694151 )
a short composite bow seems to be his only weapon and he wears no armor.  He moves and shoots with much grace and dexterity.



Tactical Situation
See map
( http://www2.snapfish.com/slide...1694151/t_=161694151
)
for location details
Most of the hallways are cluttered with crates and boxes, so trying to go around someone (or moving through the rubble to the Garth's left) requires 10' of movement per square.


Blue are Goblins, small red dot=injured; small black dot = dying/dead goblin

                dam      status
Goblin 10     -  7     dying
Goblin 11     -   6    dying
Goblin 12     -   5    dying
Halfelf          -




<Ok, everybody may now post for round 2>

This message was last edited by the GM at 13:43, Thu 05 Mar 2009.
Glum
player, 110 posts
The world's least dour
dwarf. Hence the name.
Thu 5 Mar 2009
at 13:50
  • msg #68

Re: 1.3 the Glassworks and beyond

6/11

Glum sat down and pulled out the arrow then set about binding his wound to guard against infection.  "A Half Elf", he said.  "I think we may have found the goblin leader."

13:48, Today: Glum rolled 18 using 1d20+2. Heal.
Garth Oakenshield
player, 90 posts
Thu 5 Mar 2009
at 14:45
  • msg #69

Re: 1.3 the Glassworks and beyond

4/13

Garth leans back against the wall in obvious pain.  Laying down his shield, he reaches up to grasp the arrow protruding from his bloodstained shoulder and with a grunt followed by another spurt of blood, he pulls it out.
This message was last edited by the player at 00:13, Fri 06 Mar 2009.
Cat and Talis
Thu 5 Mar 2009
at 18:48
  • msg #70

Re: 1.3 the Glassworks and beyond

Talis whispers "Ok, let's play chase the goblin like we did before.  Cat, Glum and Naomi head to the right without light (try putting a sack over your torch Cat).  The rest of us will drive him towards you.  I can tell both hallways met up somewhere as I heard his footsteps from both directions.  Try to put him down fast, I'm not feeling tired right now and don't really want to take a nap."  Meanwhile, Talis and Naomi combine their actions to light another torch and Cat puts a bag over the Eternal Flame torch.  Cat says to Glum, "With your dwarven sight, you should be able to tell me when you see him.  Then I will let the light out of the bag and sic Garious on him."

<While you may not think you're in combat, I assure you your opponent is still in combat mode, so we are still in combat rounds and as soon as Zer-wedula posts we will continue on to the next round.  To the right(quietly) Garious-Cat-Glum-Naomi and to the left(noisily) Talis-Garth-Zer-wedula>
This message was last edited by the GM at 18:48, Thu 05 Mar 2009.
Zer-wedula
player, 95 posts
Thu 5 Mar 2009
at 22:43
  • msg #71

Re: 1.3 the Glassworks and beyond

2/6

Zer-wedula uses Talis and Garth for cover and makes ready to follow them.  "When we see him I will try to Daze him.  If that should fail I can try to Sleep him.  I think we are beyond the point of charming him."
Garth Oakenshield
player, 91 posts
Fri 6 Mar 2009
at 00:13
  • msg #72

Re: 1.3 the Glassworks and beyond

4/13

Nodding mutely, Garth takes back up his heavy shield and sword out, he begins to move forward in the direction they last saw the enemy.
This message was last edited by the player at 00:14, Fri 06 Mar 2009.
DM
GM, 215 posts
Fri 6 Mar 2009
at 01:45
  • msg #73

Re: 1.3 the Glassworks and beyond

See for details:
http://www2.snapfish.com/slide...1694151/t_=161694151


Garious/Cat-Glum-Naomi
head into the dark.  Glum has no problem (darkvision) and Naomi has little problem (lowlight vision), but Cat is dependent on Garious to not run into things while she holds the Eternal flame torch, ready to take it out of it's bag.  As she approaches the corner, Naomi can see there is a very faint light source around it somewhere.  As Glum reaches the corner he sees the halfelf standing 25' and says "Now Cat".  As Cat pulls out the torch she says "Sic 'em boy" and Garious leaps forward like a shot.

Talis-Garth-Zer-wedula
Pick their way, noisily, over scattered bricks (x2 movement), with Zer-wedula holding a torch.  Talis borrows Garth's helmet and puts it on the end of sword.  As he approaches the corner, holding his sword in two-hands, he sticks it around the corner and from out of the dark an arrow comes whizzing by.  Taking the helmet clean off the sword and but he manages to keep his grip on the sword.  As he approaches the corner, Zer-wedula can see there is a very faint light source around it somewhere.  As soon as the arrow hits, Talis glances around the corner and say "Come on" and dashes around the corner.

<All of you have used some of your movement for they round, what do you want to do with the remaining time>
This message was last edited by the GM at 16:15, Fri 06 Mar 2009.
Glum
player, 111 posts
The world's least dour
dwarf. Hence the name.
Fri 6 Mar 2009
at 09:51
  • msg #74

Re: 1.3 the Glassworks and beyond

6/11

As Garious sprang at the half elf, Glum too tumbled forward to close on the half-elf and try to prevent him disengaging from the melee.  He held his staff poised, ready to beat up the half elf.

09:42, Today: Glum rolled 22 using 1d20+4. Tumble.
Zer-wedula
player, 96 posts
Fri 6 Mar 2009
at 11:09
  • msg #75

Re: 1.3 the Glassworks and beyond

Zer-wedula steps to the corner and peeks his head around, ready to cast Daze (DC13) as soon as he can.
Garth Oakenshield
player, 92 posts
Fri 6 Mar 2009
at 14:35
  • msg #76

Re: 1.3 the Glassworks and beyond

4/13

Garth charges the half-elf, attempting to bull-rush the bloke!
This message was last edited by the player at 17:51, Fri 06 Mar 2009.
DM
GM, 216 posts
Fri 6 Mar 2009
at 15:54
  • msg #77

Re: 1.3 the Glassworks and beyond

Round 3
Zer-wedula casts a spell on the Halfelf, which doesn't seem to have any effect.

Talis moves into an open door, taking cover behind the door frame.

Garth moves to engage.
[Private to Garth Oakenshield: He is too far away over rough terrain(the bricks) to reach this round]

Naomi Armastance moves to a position where she can fire next turn

Catessa Fallowfield 8/8 & Garious 7/20 rides forward to engage the Halfelf, while Cat tosses the torch on the floor and gets a grip on her spear

Glum moves behind Garious and Cat, but the hallway is too narrow to allow them to fight side by side and Garious got there first.

Halfelf looks right then looks left, then back to the door in the corner "Damn heroes, why did you have to interfere.  This town needs to be cleansed for what they did." and does a spin kick, hitting Garious in the head for 13 damage and stunning him.  Then he jumps across the bricks and moves next to Garth with a tumbling move that baffles Talis and Cat (no Aoo).

<A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. >

Halfelf
 ( http://www2.snapfish.com/slide...1694151/t_=161694151 )
a short composite bow seems to be his only weapon and he wears no armor.  He moves and shoots with much grace and dexterity.



Tactical Situation
See map
( http://www2.snapfish.com/slide...1694151/t_=161694151)
for location details
Most of the hallways are cluttered with crates and boxes, so trying to go around someone requires 10' of movement per square.  The Halls with the doors are clear of such obstructions.  The corridor Glum/Cat are in looks like a typical basement hallway, with clean floors and no cobwebs.  The hallway Garth is in has dust on the floor and cobwebs in the corners.  At both ends of this hallway are scattered bricks (as if from a wall that was recently broken down).  These areas also cost 10' of movement for 1 square.

If Glum wants to jump the area the Halfelf jumped, it is a dc14 jump check



Blue are Goblins, small red dot=injured; small black dot = dying/dead goblin

                dam      status
Goblin 10     -  7     dying+2
Goblin 11     -   6    dying+2
Goblin 12     -   5    dying+2
Halfelf          -




<Ok, everybody may now post for round 4>

Garth Oakenshield
player, 93 posts
Fri 6 Mar 2009
at 17:55
  • msg #78

Re: 1.3 the Glassworks and beyond

4/13

Spinning about as the half-elf closes into his area, Garth swings his blade at the nimble half-elf!


Spoiler text: (Highlight or hover over the text to view)
11:54, Today: Garth Oakenshield rolled 14 using 1d10+5. damage.
11:53, Today: Garth Oakenshield rolled 11 using 1d20+4. to-hit with power attack.


Zer-wedula
player, 97 posts
Sat 7 Mar 2009
at 02:10
  • msg #79

Re: 1.3 the Glassworks and beyond

"This may work," Zer-wedula says, perhaps to himself.

"Perhaps you should sit down and tell us your side of the story," he suggests as he casts Charm Person (DC14) at the half-elf.
Glum
player, 112 posts
The world's least dour
dwarf. Hence the name.
Sat 7 Mar 2009
at 09:26
  • msg #80

Re: 1.3 the Glassworks and beyond

Glum, who, being slow, has long to go before he can jump like the half-elf, instead decides to go the long way, by walking slowly and quietly to a point behind the half-elf.
DM
GM, 217 posts
Sat 7 Mar 2009
at 12:51
  • msg #81

Re: 1.3 the Glassworks and beyond

Please don't forget to post your hps


Round 4
Zer-wedula trys to charm the halfelf, who only smiles and says "Your feeble spells are no match for my will wizard".

Talis steps out and swings at the halfelf, but doesn't even come close.

Garth swings a mighty blow, which the halfelf avoids without seeming effort, even with Talis providing a distraction from the other side.

Naomi Armastance moves to a position where she can fire next turn, "Wait for me".

Catessa Fallowfield 8/8 & Garious 7/20 Garious reels from the blow, unable to coordinate his thoughts.  While Garious is out of action, Cat pulls a sunrod out of her pack and waves Glum forward.
<A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. >

Glum moves around Garious and Cat, carefully through the bricks and behind Talis.

Halfelf lashes out at Talis with a kick.  A blow which Talis is barely able to dodge, and it misses.  Then he opens the door next to him and steps into the doorway.  "Why are you fighting so hard for this town?  Garth, aren't Varisians second class citizens?"
Halfelf
 ( http://www2.snapfish.com/slide...1694151/t_=161694151 )



Tactical Situation
See map
( http://www2.snapfish.com/slide...1694151/t_=161694151 )
for location details
The room the door opens into is dusty.  It's hard to say what's in it, but behind the halfelf you get the impression of a pile of stuff over near a 5' wide tunnel in an otherwise empty room. While the angle is horrible, you can shoot at the halfelf from anywhere in the hallway (though you will probably need to hit a pretty high ac).  3 people can melee attack him this round, though he has a little cover from 2 of them.

Blue are Goblins, small red dot=injured; small black dot = dying/dead goblin

                dam      status
Goblin 10     -  7     dying+3
Goblin 11     -   6    dying+3
Goblin 12     -   5    dying+3
Halfelf          -




<Ok, everybody may now post for round 5>

Glum
player, 113 posts
The world's least dour
dwarf. Hence the name.
Sat 7 Mar 2009
at 14:20
  • msg #82

Re: 1.3 the Glassworks and beyond

6/11

Glum hurled his shuriken harmlessly at a palce above the half-elf's head.

15:18, Today: Glum rolled 4 using 1d20+2. Hurl Shuriken at the half elf.
Zer-wedula
player, 98 posts
Sun 8 Mar 2009
at 00:24
  • msg #83

Re: 1.3 the Glassworks and beyond

2/6

Zer-wedula hurriedly loads and shoots his crossbow at the cowardly half-elf.

[19:22, Today: Zer-wedula rolled 13 using 1d20+1. Shoot at Half elf. ]

"There is nowhere to run to anymore, so surrender and we will see that the authorities hear you out," he says
Garth Oakenshield
player, 94 posts
Sun 8 Mar 2009
at 01:28
  • msg #84

Re: 1.3 the Glassworks and beyond

4/13

Garth growls back, "Come back 'ere and I'll set you right!"  The big man swings his heavy blade at the retreating half-elf!


Spoiler text: (Highlight or hover over the text to view)
20:38, Today: Garth Oakenshield rolled 15 using 1d10+5. damage with power attack.
20:37, Today: Garth Oakenshield rolled 20 using 1d20+4. To-Hit at half-Elf w/ power attack.


This message was last edited by the player at 05:05, Sun 08 Mar 2009.
DM
GM, 218 posts
Sun 8 Mar 2009
at 03:32
  • msg #85

Re: 1.3 the Glassworks and beyond

Round 5
Zer-wedula tosses the torch to the ground and pulls out his crossbow, but misses.

Talis steps in front of the door and swings and successfully distracts their opponent, to allowing Garth a better shot.
<Uses Aid Another to give Garth a +2 to hit>

Garth swings a mighty blow, which the halfelf dodges into while trying to avoid Talis, and suffers 15 damage.

Naomi Armastance gets a shot off, but misses

Catessa Fallowfield 8/8 & Garious -1/20 leap forward past Naomi and Glum and attacks the halfelf, doing 9 damage.  Cat misses.  The halfelf avoids the dogs trip attack.

Glum hurls a shuriken that misses completely.

Halfelf looks shocked at this turn of events and snarls "I don't fear death, she will bring me back when she comes into her full power."  even though he is seriously injured, he goes into a flurry of blows that seem so fast you can barely see them, hitting Garious for 8 damage, taking him down.  Cat manages to fall softly and takes no damage.


Halfelf
 ( http://www2.snapfish.com/slide...1694151/t_=161694151 )



Tactical Situation
See map
( http://www2.snapfish.com/slide...1694151/t_=161694151)
for location details
Garious is down and Cat is on the ground.

Blue are Goblins, small red dot=injured; small black dot = dying/dead goblin

                dam      status
Goblin 10     -  7     dying+4
Goblin 11     -   6    dying+4
Goblin 12     -   5    dying+4
Halfelf          -  24
Garth Oakenshield
player, 95 posts
Sun 8 Mar 2009
at 05:05
  • msg #86

Re: 1.3 the Glassworks and beyond

4/13

Garth ignored the words of his enemy as he again lunges at the half-elf, his sword ferociously cleaving at the other.


Spoiler text: (Highlight or hover over the text to view)
23:04, Today: Garth Oakenshield rolled 9 using 1d10+5. damage with power-attack.
23:04, Today: Garth Oakenshield rolled 20 using 1d20+4. To-Hit with power attack.


Zer-wedula
player, 99 posts
Sun 8 Mar 2009
at 16:55
  • msg #87

Re: 1.3 the Glassworks and beyond

2/6

Zer-wedula loads, shoots, and misses, hissing through his teeth

12:54, Today: Zer-wedula rolled 7 using 1d20-3. Shooting, +1 point blank, -4 into melee.
Glum
player, 114 posts
The world's least dour
dwarf. Hence the name.
Sun 8 Mar 2009
at 18:04
  • msg #88

Re: 1.3 the Glassworks and beyond

Glum begins making his way gently and carefully toward th place where he knows the half-elf will fall.  He hopes to arrive in time to stop his bleeding and ask him some questions.
DM
GM, 220 posts
Sun 8 Mar 2009
at 20:18
  • msg #89

Re: 1.3 the Glassworks and beyond

Round 6
Zer-wedula shoots his crossbow, and misses.

Talis swings and successfully distracts their opponent, to allowing Garth a better shot.  Then says "Garth, lets swap so you have a clear swing" then waits for Garth to switch places.
<Standard Action Aid Another (succesfully gives Garth a +2 to hit), then Delays his move action to go with Garth, swapping places>

Garth swaps places with Talis and swings a mighty blow (now free of cover), which the halfelf dodges into (again) while trying to avoid Talis, and suffers 9 damage.  The halfelf finds himself with a sword through his chest.  With a trickle of blood coming from his mouth, he grabs the blade and walks up it with unfocused eyes looking elsewhere "My life for thee....." and collapses.

Naomi Armastance stands looking around, being too far away with too many people between her and the action, to be sure no goblins are behind them.

Catessa Fallowfield 8/8 & Garious 0/20 crawls over to Garious and casts a cmw, bringing him to 0 hp.  Garious wakes up and licks her face, whimpering in pain.  "Garious.."

Glum rushes forward to heal the halfelf, but alas, such is beyond his skill and their opponent slips into the void.

Fights over
Room a23 (with the halfelf body): is dusty and empty, except for the pile of stuff over near a 5'wide x 7'high tunnel.  The door from it to the hallway is rusty, like it had stood for years before being recently opened.

Room a22 is also dusty, but it has a cot/bedroll, table, covered bucket and a chair.  All look recently used.  There are a couple of open wine bottles on the floor and the smell of alcohol in the air.

What does everyone do now.  You have;
2 closed doors
1 open door with candle light coming from it
a dead halfelf body
several dead goblin bodies
a pile stuff near a tunnel
the upper floors where you haven't explored yet


Almost forgot, DING, everyone is 2nd level.  PM me on what you are going to do with that level.  You will get the benefits after some rest.
This message was last edited by the GM at 20:41, Sun 08 Mar 2009.
Glum
player, 115 posts
The world's least dour
dwarf. Hence the name.
Sun 8 Mar 2009
at 21:07
  • msg #90

Re: 1.3 the Glassworks and beyond

"Damn".  Glum growled as he saw the half elf die.  "I think we're going to regret that.  He could at least have told us who SHE is.  What made him such a fanatic?"

[Private to GM: Glum is going to take another level as a Monk.  This will raise his base attack bonus to 1 and make him eligible to take Weapon finesse as a feat.  He will therefore take Weapon Finesse (unarmed combat) (the descrition of weapon finesse says natural weapons are always considered light weapons)]

Then he walked over to the things piled at the entrance to the tunnel.  "This is going to turn round and bite us if we don't investigate where it goes", he said.
This message was last edited by the GM at 21:18, Sun 08 Mar 2009.
Talis
Sun 8 Mar 2009
at 21:16
  • msg #91

Re: 1.3 the Glassworks and beyond

With a hearty backslap to Garth, Talis says "Good shot my friend, perhaps too good for Glum's liking, but a good shot none the less.  I'll check the body.  Zer-wedula, you got any detect magics left?  You know, in Riddleport this is considered a high art form."  Talis will kneel down to the body and start searching its pockets, "Maybe there's a clue to where Ameiko is."
This message was last edited by the GM at 17:07, Mon 09 Mar 2009.
Cat
Mon 9 Mar 2009
at 03:53
  • msg #92

Re: 1.3 the Glassworks and beyond

Cat will heal Garious 1 more hp so he can move around under his own power.  "Ok Garious, seek boy, find Ameiko" and they start sniffing around.  He seems a little unsure, getting pummeled nearly to death is a traumatic experience for a dog.
Garth Oakenshield
player, 97 posts
Mon 9 Mar 2009
at 05:15
  • msg #93

Re: 1.3 the Glassworks and beyond

Looking down his blade at the dead half-elf, the big man frowns.  Looking back to Talis as he feels the other slap him upon the back, he nods, "Aye, perhaps a  fortunate blow."  He looks now to the other portals before them, "but now we know no more then we did before..."
Zer-wedula
player, 100 posts
Mon 9 Mar 2009
at 10:11
  • msg #94

Re: 1.3 the Glassworks and beyond

Seeing Talis begin pawing over the body in a manner indicating that it is not th first time he has undertaken such a task, Zer-wedula moves to the pile near the tunnel and begins to poke through it.
DM
GM, 221 posts
Mon 9 Mar 2009
at 16:44
  • msg #95

Re: 1.3 the Glassworks and beyond

http://www2.snapfish.com/slide...1694151/t_=161694151

Glum and Zer-wedula
   The room is dusty and empty, except for the pile of stuff over near a 5'wide x 7'high tunnel.  The door from it to the hallway is rusty, like it had stood for years before being recently opened.  It doesn't take a tracker to tell that several bipeds (perhaps 12 or so goblins and 1 halfelf, hmmm) have just recently used the tunnel and room after many years of neglect.  Most of the pile is dirty goblin rags (what passes for bedrolls and clothes and such), trash (what passes for treasure/tools among goblins) and some disgusting looking food of indeterminate origin.   To 1 side is a neatly packed backpack containing
*Eternal Flame torch,
masterwork flute(100gp)
,
a journal,
halfelf sized clothes,
6 pouches of gold dust ( 50 gp each with a symbol on them, the owners mark),
8 pouches of silver dust(5gp each with a symbol on them, the owners mark),

*a small sack (with runes on it and trail rations in it),
*a pewter mug (12 oz, with a rune on the bottom),
a signet ring (that matches the owners mark on the bags of gold and silver)
* = Someone (Zer-wedula probably) will detect these as magic

Catessa Fallowfield & Garious
Cat has Garious sniff around and she says "I think she went through here", at the locked closed door "anybody have a key?"

Talis
Searches the halfelf's body with professional skill and finds;
*a potion with an identifiying mark that says it's a cure potion
composite shortbow (+1 Strength),
Quiver w/ 18 mw arrows,

*ring,
masterwork thieves’ tools,
silver earrings (25 gp for the pair),
10 pp

*Crude Goblin Charms on a string of cat gut around his neck
     - dogs ear and a cats paw, with runic pictures inscribed

a set of keys
"Hey, I have some keys" and he goes over and unlocks the door Cats at.  It open into another storage room, but this one has a person in it.  Ameiko, lies on her side on the floor in here, bound at the wrists and ankles with rope and blindfolded and gagged with strips of leather.  "Ameiko" as he kneels by her side.  "Cat, quick, do you have any healing magic left?  Ameiko needs help", with a note of concern that others might think unwarranted.

Naomi Armastance and Garth
   Go examine the closed doors.  The one in the corner is locked.  The other is unlocked and opens into a 15'x15' store room containing various crates, boxes and glass.  It does not appear to have been ransacked.  Then they stand ready as Talis opens the locked door.  Oddly, while just standing there and staring, Naomi starts to see flickers of energy coming from various places.  Zer-wedula

What does everyone do now.  You have;
Ameiko
1 open door with candle light coming from it
several dead goblin bodies
a tunnel
the upper floors where you haven't explored yet

This message was last edited by the GM at 17:14, Mon 09 Mar 2009.
Naomi Armastance
player, 100 posts
Mon 9 Mar 2009
at 16:54
  • msg #96

Re: 1.3 the Glassworks and beyond

Naomi continues to guard their backsides at this time.
Glum
player, 116 posts
The world's least dour
dwarf. Hence the name.
Mon 9 Mar 2009
at 18:20
  • msg #97

Re: 1.3 the Glassworks and beyond

Glum bent down to extract the journal.  He checked to see whether he could read it.  If not, he would hold it up and say, "Does anybody read elven?"
Zer-wedula
player, 101 posts
Mon 9 Mar 2009
at 23:06
  • msg #98

Re: 1.3 the Glassworks and beyond

Zer-wedula sighs mightily and takes the journal from Glum.  He says nothing, merely looks disdainful as he heads to a corner, and placing his back to it, squats down and begins to page through the book.
DM
GM, 222 posts
Tue 10 Mar 2009
at 00:26
  • msg #99

Re: 1.3 the Glassworks and beyond

Glum and Zer-wedula
   The small, leather-bound booklet contains two dozen parchment pages, most of which are filled with maps of Sandpoint or erotic drawings of a beautiful woman.  The maps each depict different attack plans. The first set shows the attack plans for a group of forty or so goblins— one of these battle maps is circled, and you recognize it as the attack the goblins made on Sandpoint during the festival. Of more pressing concern are the next several pages, which illustrate an assault on Sandpoint by a force of what appears to be several hundred goblins. None of these are circled, and while many are scratched out as if they’ve been rejected, the implications are ominous, someone is planning on attacking Sandpoint in force.  One of the last pages of the book depicts the beautiful woman with demonic hands, bat wings, horns, a forked tail, and fangs.  Three short passages in the notebook are of particular interest.
After the circled battle map
   "The raid went about as planned.  Few Thistletop goblins perished, and we were able to secure Tobyn's casket with ease while the rubes were distracted by the rest.  I can't wait until the real raid.  This town deserves a burning, that's for sure."

After the last of the second batch of maps

  "Ripnugget seems to favor the overwhelming land approach, but I don't think it's the best plan.  We should get the quasit's aid.  Send her freaks up from below via the smugging tunnel in the Glassworks, and then invade from the river and from the Glassworks in smaller but more forward strikes.  The rest, except Bruthazmus agree, and I'm pretty sure the bugbear's just being contrary to annoy me.  My Love's too distracted with the lower chambers to make a decision.  Says that once Malfeshnekor's released and under her command, we won't need to worry about being subtle.  I hope she's right."

Before the last illustration of the woman (with the demonic features)
  "My love seems bent on going through with it - nothing I can say convinces her of her beauty.  She remains obsessed with removing what she calls her "celestial taint" and replacing it with her Mother's grace.  Burning her father's remains at the Thistletop shrine seems to have started the transformation, but I can't say her new hand is pleasing to me.  Hopefully when she offers Sandpoint to Lamashhtu's fire's, her body won't be as hideous.  Maybe I'll luck out.  Succubus are demons too, aren't they?"

Catessa Fallowfield & Garious , Talis and Garth
As Talis works on freeing her, Cat comes over.  "This is the last of my healing magic", and casts a spell.  Like a princess in a fairy tale, Ameiko wakes up (stable at negative hp)  and looks at Talis, Cat and Garth standing over them.   She smiles, but them looks worried and says weakly "My father must be warned.  My brother plans to kill him."

Naomi Armastance
Discovers that she can apparently see magic, just by concentrating.  Cool.


Still unexplored
1 open door with candle light coming from it
several dead goblin bodies
a tunnel
the upper floors where you haven't explored yet

Talis
Tue 10 Mar 2009
at 03:23
  • msg #100

Re: 1.3 the Glassworks and beyond

   Talis quietly says "I fear good noble woman, we were too late".  With a catch in her voice "What do you... oh no."  Gently Talis responds "It would be best to get you to the temple, for I would not wish upon my worst enemies to see a loved one in the condition he was left in" and then looks at Naomi and nods his head.  Ameiko starts softly crying as Talis carefully picks her up.  Louder "Naomi, would you and Garth go open the loading room doors with the keys."  Looking pointedly from Naomi to Ameiko and back to Naomi.  "Glum, we have a warrior on his last legs, a winded wizard, a dog that is barely moving and a severely injured noble woman.   We will just have to risk being bit in the but."
   As they exit the room, he shields her from the body of the halfelf, her brother, and heads left to avoid that grisly scene.  As you pass the dead goblins downstairs Ameiko stops crying long enough to ask "and what about my brother?"  Talis responds "He refused to be captured."
Zer-wedula
player, 102 posts
Tue 10 Mar 2009
at 10:32
  • msg #101

Re: 1.3 the Glassworks and beyond

Zer-wedula sputters for a second.  Then he pockets all the magic items and the journal that have been (apparently) left.

"Someone," he whispers.  "May want this body, which I seem to recall he said.  Or a priest may wish to have inquiries with it.  We should bring it."

He pauses, then continues.  "We still have a sleep spell, we should see what the candlelight is."
With that, he opens the door with the candlelight beyond it.
Glum
player, 117 posts
The world's least dour
dwarf. Hence the name.
Tue 10 Mar 2009
at 10:47
  • msg #102

Re: 1.3 the Glassworks and beyond

Glum nodded eventually and said, "Right.  That tunnel needs defences built into it." Then he went to investigate the doorway with the candle light coming out of it.  "Somebody might want to check those bodies, oh yes, and what's in this room here?"
Garth Oakenshield
player, 98 posts
Tue 10 Mar 2009
at 15:53
  • msg #103

Re: 1.3 the Glassworks and beyond

Garth watches in apparent wonder as the woman awakens, then quickly nods to Talis.  Taking the key, the big man moves off to the loading doors to do as asked.
DM
GM, 224 posts
Wed 11 Mar 2009
at 00:07
  • msg #104

Re: 1.3 the Glassworks and beyond

http://www2.snapfish.com/slide...1694151/t_=161694151

Glum and Zer-wedula
  The room with the candle (A22 on the map) is also dusty, but it has a cot/bedroll, table, covered bucket and a chair.  All look recently used.  There are a couple of open wine bottles on the floor and the smell of alcohol in the air.  It is clear, someone (probably Tsuto - the dead halfelf) got drunk last night and then packed in a hurry.  Underneath the cot, where it rolled and was left unseen, is a scroll with a note attached.  The note is in no language that you can read, but it looks like spiders trying to crawl off the page.
   The search of the goblin bodies proves fruitless.  Most goblins consider junk treasure and they don't use coins as money.  Probably because your typical goblin can't count past 2 (or so).

Naomi Armastance and Garth
Head upstairs ahead of the slower Talis and Cat/Garious.  As they enter the loading room they glance into the glassworking room through the open door, the goblin pow is still tied up amid a scene of death and horror.
Zer-wedula
player, 103 posts
Wed 11 Mar 2009
at 10:17
  • msg #105

Re: 1.3 the Glassworks and beyond

"Well, let's take this scroll and follow the others," Zer-wedula says to Glum.  He follows the others up and out.
Glum
player, 118 posts
The world's least dour
dwarf. Hence the name.
Wed 11 Mar 2009
at 12:36
  • msg #106

Re: 1.3 the Glassworks and beyond

Glum in turn follows Zer-wedula after the others.  He does make a mental note, however, that the tunnel needs to be explored.  Wherever it comes out would be a good place to ambush the next goblin attack.  Better yet if it could be flooded.
Naomi Armastance
player, 103 posts
Wed 11 Mar 2009
at 15:50
  • msg #107

Re: 1.3 the Glassworks and beyond

"Good to see he's still bound." Naomi says while inspecting to make sure the goblins bonds are still tight.
This message was last edited by the player at 15:50, Wed 11 Mar 2009.
Garth Oakenshield
player, 99 posts
Wed 11 Mar 2009
at 16:25
  • msg #108

Re: 1.3 the Glassworks and beyond

Garth looks to the prisoner and grunts his agreement to Naomi's remark.
DM
GM, 226 posts
Wed 11 Mar 2009
at 16:54
  • msg #109

Re: 1.3 the Glassworks and beyond

See "Sandpoint Information" thread for information on the Glassworks.

Naomi Armastance and Garth
   As Garth opens the door he finds himself facing the business end of a pair of crossbows, the guardsmen are relieved to see Garth and say with relief "Good, it's you, we were afraid you might be goblins."  Then he follows after the gnome, leaving the 2 guards to watch the door.
   Naomi heads into the Glassworks room to check on the goblin.  He is still securely tied, though he does show signs of struggle (dc22 is beyond the point where a normal goblin of this variety can take 20 on an escape artist check and succeed), including some blood.  He was trying to use the broken glass to cut the rope, but only cut himself.
   More guards come in through the backdoor.  Several view the room and throw up.  The dismembered bodies, the glass encased man and the blood everywhere was just too much.

Catessa Fallowfield & Garious and Talis
   As the approach the landing, Talis hears the noise from the forge and shacks his head, obviously he had been a little too subtle, "Cat, close the door" nodding in the direction of the Glassworks room.  Cat will go close the door.  They then go outside and improvise a litter and carry Ameiko to the temple.

Glum and Zer-wedula
  As they come up from below, Talis looks in from outside.  "Glum, be sure to secure the keys from Garth.  We don't want to lose them.  Cat and I are taking Ameiko to the temple."
   Zer-wedula finds the guards are looking to him for leadership.  He has a certain reputation (punched a goblin, stood up to a boar) and has earned their respect.  The 2nd in command has not arrived yet and the guards seem to need someone to tell them what to do.
Naomi Armastance
player, 104 posts
Wed 11 Mar 2009
at 17:29
  • msg #110

Re: 1.3 the Glassworks and beyond

"Hey there, buck up and take this one into custody." Naomi says to one of the nauseous guards.  "Keep him alive, but don't let him eat anything, including your face.  Muzzle him if you must.  But we need to get some answers as to why these little fiends are attacking this town."
DM
GM, 227 posts
Wed 11 Mar 2009
at 17:42
  • msg #111

Re: 1.3 the Glassworks and beyond

Most of the guards (at least the ones who aren't puking) look at you for a moment, distracted by the noise and blood.  But one, a Varisian, seems to fall all over himself to please you.  "Yes most blessed one, favored of Desna.  It shall be as you say."  Then he will get another guard to help him as they haul the struggling goblin out.  "Stay back, the blessed one has things under control."
Garth Oakenshield
player, 100 posts
Wed 11 Mar 2009
at 19:46
  • msg #112

Re: 1.3 the Glassworks and beyond

Garth witnesses the deference given by the man to Naomi and then looking a bit puzzled towards her, he shakes his head then grins and gives an exaggerated hand motion indicating Naomi go through the door first, "By your leave, favored of Desna..."
This message was last edited by the player at 19:51, Wed 11 Mar 2009.
Naomi Armastance
player, 105 posts
Wed 11 Mar 2009
at 20:09
  • msg #113

Re: 1.3 the Glassworks and beyond

snickering a little bit behind her hand at Garth's implications Naomi then heads on out the door in an exaggerated regal walk.
Zer-wedula
player, 104 posts
Wed 11 Mar 2009
at 23:44
  • msg #114

Re: 1.3 the Glassworks and beyond

"Beyond the glassworks is a room with multiple ways out.  I suggest you put a force there for security against further incursion.  I also request that you send word to the Sheriff and Mayor of the doings here.  Finally, please send word to the school's headmaster that I would like to meet with his learned associates as soon as possible.  Oh, and is there a priest of Abadar in town you can have brought here?"

He pauses, out of breath for the moment.
DM
GM, 228 posts
Thu 12 Mar 2009
at 00:35
  • msg #115

Re: 1.3 the Glassworks and beyond

The guards send townsfolk off to summon the people Zer-wedula while they take up defensive positions at the doors and in the loading room.  The first to arrive is Barry, Headmaster Ilsoari Gandethus' raven familiar who asks in elven(with a raven accent) "What is the problem?"

Next to arrive are Mayor Kendra Deverin and Vachedi, the Shoanti in charge of the guard while Sheriff Hemlock is away (remember, he went to Magnimar to get help).  Mayor Deverin wants to know what's going on and since Zer-wedula seems to have things in hand, she has Vachedi go check the town gates and bridges while Zer-wedula handles things here.

Finally, Hayliss and Jasper Korvaski(brother and sister) arrive.  She is the towns priestess of Abadar (and the cleric who healed Talis after the very first fight with the goblins at the Swallowtail Festival) and he is a paladin of Abadar.

They are all interested in what's going on and what's on your mind?
Glum
player, 119 posts
The world's least dour
dwarf. Hence the name.
Thu 12 Mar 2009
at 00:50
  • msg #116

Re: 1.3 the Glassworks and beyond

Glum frowns and asks, "Who is guarding the smugglers tunnel?  More to the point, do we know where it goes?  We need to find out."
Zer-wedula
player, 105 posts
Thu 12 Mar 2009
at 01:41
  • msg #117

Re: 1.3 the Glassworks and beyond

Zer-wedula takes the mayor aside and tells her of the journal and its contents.

"I plan to show it to the priestess of Abadar and get her input on the contents.  I was also going to ask the council of learned mages in town their thoughts," he says.

"Why don't you take a couple of men and put them on guard where you think it best," he suggests to Glum.
Glum
player, 120 posts
The world's least dour
dwarf. Hence the name.
Thu 12 Mar 2009
at 10:02
  • msg #118

Re: 1.3 the Glassworks and beyond

Glum nodded.  "Of course.  They'll have to be brave and capable men because we know from the journal you've got there that it's one of the possible routes by which the goblins provide a massive invasion." He turned to the gathered militiamen and asked, "Anyone interested in such a mission?"
DM
GM, 229 posts
Fri 13 Mar 2009
at 05:02
  • msg #119

Re: 1.3 the Glassworks and beyond

   A couple of Shoanti guards will follow Glum and guard the tunnel while the rest search the Glassworks and find no more goblins.  The evidence suggests the workers were killed in their beds.

   Zer-wedula has a chat with the Mayor, the Korvaskis and the informal wizards guild.  About the only thing they can add is the shocking revelation that the woman in the journal appears to be Nualia. A foundling raised by Sandpoint’s previous religious leader, a man named Ezakien Tobyn, the priest whose body was stolen during the raid.  But she is dead, burned to death in the fire that destroyed the old temple and killed her adopted father.  Could this be her ghost?  Though, come to think of it, there was no body.

Destroying his body could bring evil power to someone related to him.  Perhaps even changing them like the journal suggests.

They are concerned with the plans and ask the heroes advice.
This message was last edited by the GM at 22:31, Fri 13 Mar 2009.
Garth Oakenshield
player, 101 posts
Fri 13 Mar 2009
at 13:44
  • msg #120

Re: 1.3 the Glassworks and beyond

Garth absently sharpens his dagger as he listens with the others.  Upon being asked for advice he looks uncomfortably back to his sharpening and allows the others to lend their thoughts regarding an ongoing strategy.
Glum
player, 121 posts
The world's least dour
dwarf. Hence the name.
Fri 13 Mar 2009
at 13:49
  • msg #121

Re: 1.3 the Glassworks and beyond

Glum makes sure the guards understand the importance of their jobs in guarding the tunnel.  Then he returns to the others and suggests that a group of them should investigate the smugglers' tunnel, although as long as it was guarded day and night, he didn't believe there was sufficient urgency that they couldn't all get a good night's sleep and their wounds healed first.
Zer-wedula
player, 106 posts
Fri 13 Mar 2009
at 21:53
  • msg #122

Re: 1.3 the Glassworks and beyond

"Glum's suggestion is sound," Zer-wedula states.  "Shall we retire to our rooms to rest...after we are healed," he says with a suggestive glance to the priestess of Abadar.
DM
GM, 232 posts
Sat 14 Mar 2009
at 04:18
  • msg #123

Re: 1.3 the Glassworks and beyond

   Talis helps take Ameiko to the Cathedral to see Father Zantus, "Don't worry I will make sure your interests are taken care of".  The cleric casts a spell that makes her much better (positive hp), though still weak and needing rest.  Then he goes to her Inn and and finds her assistant manager, "Lady Kaijitsu needs you to manage her families business, it is in chaos and must be put right.  The good Lady is at the Cathedral and will require assistance.".  Talis then informs him about the Glassworks and her fathers death.
   Talis will then find Zer-wedula "In my studies with my uncle, who was a practitioner of the arcane arts, he always claimed 1 of the best tactical spells for a group was the enlarge person spell.  And I'm sure a keen mind such as yours will appreciate a tactical plan as a group.  And to show my appreciation for such plans, I have procured that spell.  I and my new friend.." as he pulls out a Guisarme "would highly appreciate you memorizing and casting it on me on the morrow, when I tell you the time is right."
<He is asking you to write this in your spellbook, make a spellcraft roll>
   Cat will go and get Garious healed (but leaves him behind because he should rest until tomorrow), then borrows a dog and does a quick search of the town perimeter.  No goblin signs.

Everyone
  The Mayor calls an emergency session of the town council, inviting the heroes to tell them about what they found.  The journal and the outlined invasion plans cause much concern and they agree that the tunnel should be investigated asap.  To that end they will authorize town funds to help identify the magic items and the clerics of the town will aid the heroes by healing them up.  The tunnel will have a wall of crates to slow down intruders and be guarded 24/7.  Tomorrow you can go explore the smugglers tunnel.  That also brings many comments about what relationship smugglers had with the Kaijitsu family.


<Check the Ooc thread for item details and everyone will be at 2nd level and full hp on the morrow.

Please post anymore specific things your character may want to do before the next morning.

As soon as we have dealt with the loot, we can head into the creepy tunnel
>

This message was last edited by the GM at 20:43, Sat 14 Mar 2009.
DM
GM, 236 posts
Mon 16 Mar 2009
at 19:44
  • msg #124

Re: 1.3 the Glassworks and beyond

   Ameiko does not attend the meeting, but does request your presence that evening    She looks tired and pale, but serves you a nice dinner.  Smiling a brief tight smile "Thank you for my rescue.  I can't say I like the damsel in distress role very much.  Please be careful in the tunnels."  Though to Glums ears, that seemed more directed at Talis than anyone else.  She also offers the group a reward for her rescue, the return of the glassworks reagents/signet ring and will buy the flute/ear rings/potion/Everfull Mug for a good price; 100gp each + a wand of clw(about 1/2 full) from her adventuring days.

   Savah(the woman from the weapon shop) gladly sells Garth the finished mw bastard sword.  Glum can sense that she is interested in Garth as more than just a customer.  She also sells Talis a guisarme.

   Garth has a visitor, his old girlfriend, Mara, alone if possible (or at least not in public).  You notice she has a black eye (from a door).  She presents him with 20 mw arrows for his Long composite bow "As the thanks from some friends of mine for services rendered."  Then she impulsively kisses him on the cheek (perhaps just a little closer than is necessary) and whispers in his ear "[Private to Garth Oakenshield: I need to see you, please.]"

   Zer-wedula will inform Talis that he is unable to cast Enlarge Person at this time, but with a little more study he should be able to.  The rest of the wizards in town are concerned enough to give Zer-wedula a wand of electric orb (5 chgs, 1d8, ranged touch, 30' range), that one of them had as a memento from the old days.

   Naomi is swamped by Varsians asking her to do all kinds of strange, boring and sometimes embarrassing requests (you may use your imagination).  She eventually finds out that Nualia (the woman in the journal) was a foundling, adopted by the (now dead) priest.  She also exhibited strange powers similar to yours and was determined to be of celestial blood (assamir).  Her unearthly beauty caused her to be the subject to many of the same requests Naomi has had to endure, but as a child not as an adult.  It also caused the other children to avoid and tease her.  She had a lonely childhood.

   Glum is visited by Sabyl (a monk of Irori) and given 3 mw shuriken.  "Use them well."

  Talis is visited by Naffer Vosk, the graveyard caretaker-bellringer.  "I am a former smuggler and I knew there was a tunnel into town, I just didn't know where.  I heard they stumbled upon something down there that scared them so bad that they blocked the tunnels.  Be careful.  [Private to Talis Revain: And since you seem to care for the Lady, he says with a wistful sigh, I think her father was involved with the Sczarni gang, and I wouldn't be surprised if they try to use her.  They don't like to hear the word "no", if you get my drift.]"

The following morning you wake and prepare to explore the tunnel.  The tunnel has been blocked off with crates and the guards on duty report no activity.  After clearing a path, you start down the creepy tunnel.  After awhile you come to the conclusion it was made with magic.  Eventually there is an intersection, Right, Left or Ahead?  Left doesn't appear finished, Right dead ends in a tunnel collapse and straight ahead goes on and on (Glum thinks a couple of thousand feet) before it ends in a door.  The door opens out into a cave by the sea north of town and from the outside is difficult to find (ie: a secret door).  The cave contains remnants of a goblin camp.
  Finally, you return to the tunnel to the left.  Much like the entrance under the glassworks, the tunnel has been bricked up and closed in the past, but is now reopened.   You step over the rubble and continue down the tunnel.  This section definitely looks unfinished.
This message was last edited by the GM at 01:40, Tue 17 Mar 2009.
Glum
player, 126 posts
The world's least dour
dwarf. Hence the name.
Mon 16 Mar 2009
at 20:52
  • msg #125

Re: 1.3 the Glassworks and beyond

Before setting out, Glum took the opportunity to replace his fifty foot hemp rope with silk.  He also handed over about 85 gold pieces from his reward back to Ameiko, asking that it be used for the welfare of the widows and children of those killed in the glassworks.

Now he was underground and saw the place where the brickwork had been removed.  "This may take some investigations", he said, "But I wonder whether the town needs to be warned about possible smugglers."  Then he shrugged and answered his own musings. "What the hey, let's worry about goblins first."
Zer-wedula
player, 111 posts
Mon 16 Mar 2009
at 22:45
  • msg #126

Re: 1.3 the Glassworks and beyond

Zer-wedula readies his defensive spells but does not cast them yet.  He will wait until the first sign of trouble.
DM
GM, 238 posts
Tue 17 Mar 2009
at 12:22
  • msg #127

Re: 1.3 the Glassworks and beyond

If any one wants to purchase supplies, alchemical products or weapons, post that in your 1st combat post.

Glum
   Ameiko will thank you kindly, "You are a kind and generous soul and you are welcome at my Inn any time".


   The group approaches an opening to the right, every sense alert, but you hear nothing in the darkness beyond the small circle of light.  As you get to the opening on the right, a second opening presents itself 10' further on.  And you still hear nothing.  Zer-wedulas elven hearing (enhanced by his familiars presence) is the only one to hear the faintest scratching of movement to the right as a hidioues monster moves silently from around the corner.
   A horribly deformed humanoid, hairless and emaciated, lurches out of the shadows. Its unnaturally long arms end in three-fingered talons, and its legs bend like those of a dog. A writhing network of bulging veins form dark blue patterns across its pallid skin. But worst of all is its face—its nose is little more than a pair of slits, and its eyes are bulging and red. The lower jaw splits in half at the chin into two wretched arms that end in tiny three-fingered hands to either side an open gullet with a lolling tongue.
( http://www2.snapfish.com/slide...1694151/t_=161694151 )
No character has any clue about what this is.

Round Suprise
Monsterx1 tries to bite Garth with its hideious mouth, but bites nothing but armor (miss).  Garth can feel it's teeth pressing on his armor and it still makes little sound.

Tactical Situation
See map
( http://www2.snapfish.com/slide...1694151/t_=161694151)
for location details


                   dam      status
Monsterx1    -  0




<Ok, Zer-wedula (who is not surprised) and Talis (who has a higher initiative) can post>

Zer-wedula
player, 113 posts
Tue 17 Mar 2009
at 22:09
  • msg #128

Re: 1.3 the Glassworks and beyond

"Mother of..." Zer-wedula swears and then casts Daze at the creature, DC 13.
DM
GM, 240 posts
Tue 17 Mar 2009
at 22:37
  • msg #129

Re: 1.3 the Glassworks and beyond

Round Suprise
Zer-wedula casts a spell on Monsterx1, which doesn't seem to have any effect.  He usually notices when someone manages to save against his spell.  They noticably overcome it's effects (like they get dazed, but manage to focus enough).  This creature didn't even notice the spell.

Round 1
Talis moves ahead, staying as close to the left wall as he can and attacks the thing with his guisarme, from out of it's reach.  Catching 1 leg, he yanks the legs out from under it and it falls to the floor.
<successful trip attack>

Monsterx1 stands up<which allows Talis an Aoo, which misses> while looking straight at Talis.  Giving a "ykdbuyfkj" yell in a foreign tounge, it steps into the passage and bites Talis, for 4 dam.  For a moment a look of rage crosses Talis' face, but he quickly regains control.
[Private to Talis Revain: For a moment you felt overwhelmed by feelings of wrath, anger, and rage.  You managed to suppress them.  Will save, rolled a natural 20 and give me an int roll next round.]
[Private to Zer-wedula: Give me an int roll next round]

Tactical Situation
See map

http://www2.snapfish.com/slide...1694151/t_=161694151

for location details
Now the thing is howling like a berserker or maybe a child having a temper tantrum, it's hard to tell which.


                   dam      status
Monsterx1    -  0




<Ok, now everyone can post
AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Garth Oakenshield
player, 104 posts
Tue 17 Mar 2009
at 22:45
  • msg #130

Re: 1.3 the Glassworks and beyond

[Private to DM: Back at the village, prior to the current scene.  Garth shows his surprise upon seeing Mara at his doorstep. His surprise turns quickly to one of anger when he notes her eye, all previous issues between them suddenly forgotten! He demands to know who struck her and vows that upon his return to the village he shall punish the one responsible. Accepting her gift of the arrows, he asks her to open up to him and reveal what she is hiding.]

As the shambling 'thing' snaps at Garth's armor, the big warrior looks upon his enemy with open astonishment that is quickly pushed aside to be replaced with a steely glare reserved for any who cross his blade!  He steps into the thing, simultaneously swinging down his blade while driving his shield at the monster!


Spoiler text: (Highlight or hover over the text to view)
17:34, Today: Garth Oakenshield rolled 1 using 1d20-5. shield bash.
19:41, Today: Garth Oakenshield rolled 7 using 1d4+3. Shield damage.
17:34, Today: Garth Oakenshield rolled 20 using 1d20. Bastard sword attack.
19:40, Today: Garth Oakenshield rolled 3 using 1d20+1. roll to see if hit is a crit.
17:41, Today: Garth Oakenshield rolled 11 using 1d10+3. sword damage.


[Private to DM: I actually miscalculated for his bastard sword attack, with the MW and weapon Focus bonus, he should be a total of +7 to-hit (+1 when used with the shield).  But as he rolled a 20, I figured it was not such a big deal this time and will add it in next time.]
This message was last edited by the player at 00:42, Wed 18 Mar 2009.
Zer-wedula
player, 114 posts
Wed 18 Mar 2009
at 02:20
  • msg #131

Re: 1.3 the Glassworks and beyond

11/11

22:19, Today: Zer-wedula rolled 17 using 1d20+3. Int roll.

Zer-wedula pauses as if lost in thought, then casts Mage Armor on himself.
Glum
player, 127 posts
The world's least dour
dwarf. Hence the name.
Thu 19 Mar 2009
at 10:34
  • msg #132

Re: 1.3 the Glassworks and beyond

Glum moves up close behind Cat and, with quarterstaff at the ready, says to her.  "Excuse me please", moving forward to engage the beast only if she makes room for him to pass.
DM
GM, 242 posts
Thu 19 Mar 2009
at 15:14
  • msg #133

Re: 1.3 the Glassworks and beyond

Round 1
Zer-wedula  feelig the need for some protection, casts mage armor.
[Private to Zer-wedula: You get a familiar feeling about the language he speaks.  You think this thing is speaking ancient Thassilonian.]

Glum moves into position, and... misses

Garth swings a near perfect blow and connects for 11 dam,

Catessa Fallowfield & Garious wait and ready themselves to follow should the thing run away.

Naomi Armastance shoots, but because of her desire to not hit her comrades, she misses.
(-4 for shooting into melee)

Round 2
Talis steps back 5' and slashes it deeply in the chest and neck doing 13 dam.
(sneak attack off the flank)

Monsterx1 drops to the ground, a strange ichor dripping from it's wounds and evaporating before it hits the ground.




   Everyone looks around for more and finds none.  Worried about the noise, everyone focuses on looking outward.  [Private to Garth Oakenshield: Everyone except Garth, who notices the things wounds are starting to heal.]

   You are at the entrance to a cave (see previous situation map) with no apparent exits.  10' up the passage a 5' wide goes off to the right while the passage continues straight for about 60' when it widens (you can't tell if it's a room, side passage or just a widening of the tunnel.
Garth Oakenshield
player, 107 posts
Thu 19 Mar 2009
at 15:29
  • msg #134

Re: 1.3 the Glassworks and beyond

26/26

Garth now moves forward, pressing his attack upon the thing even as he yells out in his battle-field voice to be heard above the din of fighting, "Ware, the thing heals even now!"


Spoiler text: (Highlight or hover over the text to view)

10:29, Today: Garth Oakenshield rolled 6 using 1d4+3. damage with shield.
10:29, Today: Garth Oakenshield rolled 2 using 1d20-5. shield bash on thing.
10:28, Today: Garth Oakenshield rolled 7 using 1d10+3. damage with sword.
10:28, Today: Garth Oakenshield rolled 6 using 1d20+1. sword hit on thing.


DM
GM, 243 posts
Thu 19 Mar 2009
at 16:17
  • msg #135

Re: 1.3 the Glassworks and beyond

  With a quick slice of his blade, Garth separates head from body.  A few moments of observation reveal the body quickly begining to turn into the strange ichor.  Soon, there is nothing left of the creature other than an outline in the dust.

Cat says, I'm pretty sure this is no creature of the natural world, anyone have an idea what it could be?
<Everyone may roll a know(history, arcana, dungeoneering, history, nature, religion  or the planes.  Post it with your next reply, dc 21+.  If you don't get 21 or over, you have no idea.>

   You are at the entrance to a cave (see previous situation map) with no apparent exits, a fact supported by a quick search.  As you investigate the 1 first tunnel, you can see (Glum with darkvision) that it proceeds 30' and widens into an area of worked stone.  2  The main tunnel proceeds another 40'(curving slightly to the left) before opening up to the right.  3 It continues another 20' and deadends.

Pick one, 1,2,3
Glum
player, 128 posts
The world's least dour
dwarf. Hence the name.
Thu 19 Mar 2009
at 17:11
  • msg #136

Re: 1.3 the Glassworks and beyond

18/18

Glum had no idea what the thingummy was, only that it was uglier than an orc's nether parts.  He looked down the three tunnels and then pointed to number 1.  "I'd guess this one because it ends in worked stone.  That suggests somebody has used it."
DM
GM, 244 posts
Thu 19 Mar 2009
at 17:25
  • msg #137

Re: 1.3 the Glassworks and beyond

The rough hewn tunnel opens into a 20' long x 10' wide room with a door to the left.  The original purpose of this chamber is unclear, but large mounds of rubble lie strewn on its floor. The wall to the west has been torn down to reveal a tunnel leading to the west.  A quick search reveals only broken urns and other pottery containers.

pick one 2,3, door
This message was last edited by the GM at 17:26, Thu 19 Mar 2009.
Talis
Thu 19 Mar 2009
at 17:39
  • msg #138

Re: 1.3 the Glassworks and beyond

Talis starts looking at the door carefully, searching for traps "Well, we're here might as well check out this door.  Well I didn't find anything, apparently.  But it is stuck.  Garth, would you mind" as he steps away, gesturing at the door.

While Talis is doing his search, Cat steps forward and casts a couple of minor cure spells to get him back to full hp.
This message was last edited by the GM at 17:41, Thu 19 Mar 2009.
Zer-wedula
player, 115 posts
Thu 19 Mar 2009
at 21:42
  • msg #139

Re: 1.3 the Glassworks and beyond

11/11

17:40, Today: Zer-wedula rolled 21 using 1d20+6. Know history.

"Through the door, I agree."

WIth that said, he cocks and loads his crossbow.
This message was last edited by the GM at 21:50, Thu 19 Mar 2009.
Garth Oakenshield
player, 108 posts
Thu 19 Mar 2009
at 23:47
  • msg #140

Re: 1.3 the Glassworks and beyond

With a nod, Garth moves up to the door and after getting a good feel for it, the big man puts his shoulder to the closed portal in a sudden rush!



Spoiler text: (Highlight or hover over the text to view)
18:46, Today: Garth Oakenshield rolled 20 using 1d20+4. +3 for STr and +1 for musclebound trait.

DM
GM, 245 posts
Fri 20 Mar 2009
at 01:53
  • msg #141

Re: 1.3 the Glassworks and beyond

[Private to Zer-wedula:The Thassilon empire ruled this area 1000's of years ago and used many sorts of monsters as soldiers, guards and such.  Though how it has survived this long?  The manner it dissolved on death is curious.  Given some time and a good enough library you can investigate both further.]

Garth makes opening the door look easy.  The door leads to a 5' wide passage of nicely worked stone (the same as the room).  The passage turns left and then right before coming to an intersection. 4 The passage right goes down 50' before turning right.  Ahead the passage goes about 10' before opening up to the left and the right. 2 The left is rough hewn and probably connects to the tunnel you originally entered from. 5 The right opens up, with a figure of some sort in the middle of a 15' wide open space.  The passage continues and ends in a 6 door 5' further.

http://www2.snapfish.com/slide...1694151/t_=161694151

Options
2 passage from 3-5
3 dead end of rough hewn tunnel
4 passage that turns right
5 room with figure
6 door

Zer-wedula
player, 116 posts
Fri 20 Mar 2009
at 10:18
  • msg #142

Re: 1.3 the Glassworks and beyond

"Why don't we go and check out the figure?  It may give more clues as to the who and why?" Zer-wedula suggests.
Glum
player, 129 posts
The world's least dour
dwarf. Hence the name.
Fri 20 Mar 2009
at 10:49
  • msg #143

Re: 1.3 the Glassworks and beyond

Glum nods because what Zer-Wedula said made perfect sense.  On another note, Glum made up his mind to find out something about demonic possession.
DM
GM, 246 posts
Fri 20 Mar 2009
at 11:05
  • msg #144

Re: 1.3 the Glassworks and beyond

   A red marble statue of a strikingly beautiful but, at the same time, monstrously enraged human woman stands in the middle of this room, her stony expression twisted in fury. The woman wears flowing robes, and her long hair is held back from her face by an intricate headdress of hooks and blades. In her left hand she carries a large book, the face of which is inscribed with a seven-pointed star. Her right hand holds a glittering metal and ivory ranseur.  The statue faces a 7 passage with stairs leading up.

   The opening to the left does indeed connect with the original/rough hewn passage.  So far, the monsters howls during the combat have drawn no response.  But you realize something, the worked stone passages are dust free, as is the statue.


http://www2.snapfish.com/slide...1694151/t_=161694151


Options
3 dead end of rough hewn tunnel
4 passage that turns right
6 door
7 passage with stairs

Talis and DM
Fri 20 Mar 2009
at 16:38
  • msg #145

Re: 1.3 the Glassworks and beyond

   Talis is attracted to the statue and examines it, "Ohh, pretty...to be dealt with after everything else has been neutralized" as he gestures to the statue.  "An old gaffer who used to be a smuggler came to talk with me this morning.  He said his mates used to run a smuggling tunnel, most likely the one out there.  He says they found something that scared them so much, that it overcame there greed.  Most likely here, we should be cautious from here on out.  Because smugglers are very greedy indeed."  Then he goes to the door and starts searching it (for traps and such).  "Appears we are in a well maintained complex.  No dust on the floors and this door looks in working condition."

   After looking carefully, he pulls out the tools you got off Tsuto's body and works on the lock for a couple of rounds.  Then he puts them away "Challenging, good lock.  Ok lets get ready" as he indicates the door is ready and opens the door.

   This large chamber was obviously once a prison, as testified by the nearly two dozen cells that line the room’s perimeter. A rickety wooden platform overlooks the room, with two flights of stairs descending to the prison floor ten feet below. A five-foot-wide wooden walkway runs from the northern edge of the platform to 8 a passageway to the east.  There is no light or movement.

http://www2.snapfish.com/slide...1694151/t_=161694151

"Hey Naomi, want to detect magic?  So friends, which way.  Up the stairs or across the rickety walkway?"

Options
3 dead end of rough hewn tunnel
4 passage that turns right
6 prison
7 passage with stairs
8 passage leading out of prison

Glum
player, 130 posts
The world's least dour
dwarf. Hence the name.
Fri 20 Mar 2009
at 16:51
  • msg #146

Re: 1.3 the Glassworks and beyond

"Why don't we try the least dusty route", suggests Glum, "It's probably being used and we might find somebody sooner or later."  He looks around to see for himself which IS the least dusty route.

16:52, Today: Glum rolled 13 using 1d20+4. Spot the dust.
This message was last edited by the player at 16:53, Fri 20 Mar 2009.
DM
GM, 247 posts
Fri 20 Mar 2009
at 17:12
  • msg #147

Re: 1.3 the Glassworks and beyond

All the worked stone passages are dust free (well, there is some dust in the corners, but even the monastery had dust in the corners), with no discernible difference.
Zer-wedula
player, 117 posts
Sat 21 Mar 2009
at 00:12
  • msg #148

Re: 1.3 the Glassworks and beyond

"Whichever you decide is fine, although behind well-maintained doors and passages we are most likely to find the evil-doers."  With that he shakes Willi out of a sleeve and begins to poke about the prison.

20:12, Today: Zer-wedula rolled 15 using 1d20+5. Search.
Talis
Sat 21 Mar 2009
at 00:42
  • msg #149

Re: 1.3 the Glassworks and beyond

   Talis will equip his bow and cover Zer-wedula while he explores the prison.
Naomi Armastance
player, 110 posts
Sat 21 Mar 2009
at 17:39
  • msg #150

Re: 1.3 the Glassworks and beyond

While Glum and Zer-wedula are poking around Naomi concentrates on the area looking for residuals of magic or otherwise.  "Not sure what' I'll see guys, but I will do my best." She says out loud.
Glum
player, 131 posts
The world's least dour
dwarf. Hence the name.
Sat 21 Mar 2009
at 18:42
  • msg #151

Re: 1.3 the Glassworks and beyond

Glum continues poking around the prison, looking for stuff and clues.
DM
GM, 248 posts
Sat 21 Mar 2009
at 19:03
  • msg #152

Re: 1.3 the Glassworks and beyond

Round Suprise
Monsterx1 too late, Glum notices movement under the boards of the platform and his warning cry comes too late for Zer-wedula as an arm from 1 of those strange monsters comes over the edge and fumbles around.  Zer-wedula can feel the thing brushing his leg, but it misses him.

Monsterx2 meanwhile, another one climbs around the edge from beneath the platform behind Talis.


Tactical Situation
See map

http://www2.snapfish.com/slide...1694151/t_=161694151

for location details
The things are eerily silent.
Monsterx1 is below platform (has cover) attacking Zer-wedula
Monsterx2 behind Talis on the platform


                   dam      status
Monsterx1    -  0
Monsterx2    -  0




<Glum may post an action during the surprise round, - single action only

- AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Glum
player, 132 posts
The world's least dour
dwarf. Hence the name.
Sat 21 Mar 2009
at 19:36
  • msg #153

Re: 1.3 the Glassworks and beyond

18/18Glum launched himself forward to engage the monster behind Talis.  "I'll take this one", he said, "You protect Zer-wedula".  He aimed his booted foot at the creature but somehow swung wide.

20:33, Today: Glum rolled 8 using 1d20+1. Kick the Monster.
DM
GM, 249 posts
Sat 21 Mar 2009
at 20:08
  • msg #154

Re: 1.3 the Glassworks and beyond

Round Suprise
Glum trys to drop kick the creature, but misses completely.

Round 1
Monsterx1 pokes out from around the edge (apparently standing on beams below the platform) and trys to claw/claw/bite Zer-wedula.  Apparently, the monster is unsure of it's footing because both claw attacks miss, but the bite scores a hit.  Zer-wedula suffers 5 damage and must make a dc12 will save.

Monsterx2 is so intent upon missing Glums attack that it's own attacks on Talis miss all 3 times.
[Private to Talis Revain: Pat, you are a lucky dog.  Apparently Talis is going to be another Aerod.]


Tactical Situation
See map

http://www2.snapfish.com/slide...1694151/t_=161694151

for location details
The things start jabbering angrily (or so it seems to you) back and forth at each other.
Monsterx1 is halfway below the platform (has "partial" cover) attacking Zer-wedula
Monsterx2 Attacking Talis from behind

                   dam      status
Monsterx1    -  0
Monsterx2    -  0



<Everyone may now post an action
- AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

This message was last edited by the GM at 17:50, Tue 24 Mar 2009.
Garth Oakenshield
player, 109 posts
Sat 21 Mar 2009
at 20:14
  • msg #155

Re: 1.3 the Glassworks and beyond

26/26 AC:17

Garth charges at Monsterx2, his shield thrust forward as he attempts to bowl over the thing and knock it from the platform!


Spoiler text: (Highlight or hover over the text to view)
15:11, Today: Garth Oakenshield rolled 14 using 1d20+4. Bull Rush.

This message was last edited by the player at 23:49, Sat 21 Mar 2009.
Glum
player, 133 posts
The world's least dour
dwarf. Hence the name.
Sat 21 Mar 2009
at 21:28
  • msg #156

Re: 1.3 the Glassworks and beyond

18/18

Glum growls and becomes a whirlwind of fist and feet, as he kicks and punches the creature (Monster 2) he has engaged.

22:25, Today: Glum rolled 5 using 1d6. Damage second blow, (doubled if critical).
22:25, Today: Glum rolled 5 using 1d6. Damage first blow.
22:24, Today: Glum rolled 20 using 1d20. Flurry of blows, blow two.
22:24, Today: Glum rolled 15 using 1d20. Flurry of blows, blow one.

Zer-wedula
player, 118 posts
Sat 21 Mar 2009
at 23:37
  • msg #157

Re: 1.3 the Glassworks and beyond

AC 6
6/11

19:32, Today: Zer-wedula rolled 19 using 1d20+2. Will save, DC 12.

"I am wounded but steadfast, my friends.  These creatures from ancient times shall not prevail."

With that he takes a five foot step back from the creature attacking him and unloads his crossbow at it.

19:35, Today: Zer-wedula rolled 17 using 1d20+2. Point blank shot, ignoring cover.
19:36, Today: Zer-wedula rolled 4 using 1d8+1. Crossbow damage.

DM
GM, 250 posts
Tue 24 Mar 2009
at 11:19
  • msg #158

Re: 1.3 the Glassworks and beyond

Round 1
Glum does his fancy monk moves and hits twice for 10 damage.

Naomi Armastance was concentrating so much on her new detect magic ability (she detects no magic in the area) that when she shoots with her celestial energy she misses so completely that you wonder what she's shooting at.
rolled a 1


Talis moves 10' to flank with Cat, "Cat, I need you to distract it", but moving draws the attention of both monsters.  For a moment it looks like Talis is in trouble as both snap their hidious jaws at him so quickly that he can't avoid them, (2 aoo- both hit(1 crit)) but he manages to skip by mostly intact (for 8 dam, and he makes both saves).  But payback is coming as he waits for Cat to get in position to distract monsterx1, "Ouch, little blighters you're not supposed to be that good".
delays his attack till Cat's turn
[Private to Talis Revain: For a moment you felt overwhelmed by feelings of wrath, anger, and rage.  You managed to suppress them.  Saved both times.]

 Garth charges at monsterx2 and pushes him off the edge onto the floor below and doing 1 damage to him from the fall.

Zer-wedula  steps back 5', and shoots monsterx1 in the shoulder.  Ichor drips from the wound for 4 dam.

Catessa Fallowfield & Garious moves to flank with Talis where Zer-wedula just stood.  Monsterx1 is being attacked on all sides and is distracted, both hit and do 8 damage total.
flanking

Talis sees his moment.  With Cat and Garious providing a distraction, Talis gets his payback, with interest, by hitting on a flanking  sneak attack for 16 dam.  The blow renders monsterx1 unconscious and it falls to the floor on its head, splattering gore over the floor.  You are pretty sure it isn't healing from that.

Round 2
Monsterx2 stands up and runs under the platform into the shadows under the platform and out of sight, it's wounds already beginning to heal.



Tactical Situation
See map

http://www2.snapfish.com/slide...1694151/t_=161694151

for location details
Monsterx2 hiding under the platform.  The area under the platform is considered obstructed terrain; cost x2 movement, +4 ac vs missiles, no charging and provides some cover.

                   dam      status
Monsterx1    -  30      dead
Monsterx2    -  11      rounds healed +1



<You guys got lucky, with everyone hitting for decent damage.  Good job.

Everyone needs to give me a spot check, dc 15 to see your target.
Falling Damage: (it is a 10' drop to the ground)
-If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage.
-A DC 15 Jump check or DC 15 Tumble check allows the character to avoid any damage from the first 10 feet fallen.




AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

This message was last edited by the GM at 17:56, Tue 24 Mar 2009.
Glum
player, 134 posts
The world's least dour
dwarf. Hence the name.
Tue 24 Mar 2009
at 13:37
  • msg #159

Re: 1.3 the Glassworks and beyond

18/18 AC14

Glum sees where the creature is and he follows it down beneath the platform.  He lunges at it with his quarterstaff.

14:36, Today: Glum rolled 14 using 1d20+1. Quarterstaff.
14:32, Today: Glum rolled 23 using 1d20+4. Spot hidden.

Naomi Armastance
player, 111 posts
Tue 24 Mar 2009
at 16:05
  • msg #160

Re: 1.3 the Glassworks and beyond

HP: 14
AC: 17


While glum is moving in to attack the creature in melee Naomi moves to the edge of the platform and aims her arm at the creature firing her Celestial Bolt at the creature.

10:04, Today: Naomi Armastance rolled 6 using 1d6. damage.
10:04, Today: Naomi Armastance rolled 17 using 1d20+3. Ranged Touch Attack.

Garth Oakenshield
player, 110 posts
Tue 24 Mar 2009
at 16:29
  • msg #161

Re: 1.3 the Glassworks and beyond

HP: 26/23 AC:17


Spoiler text: (Highlight or hover over the text to view)
11:22, Today: Garth Oakenshield rolled 16 using 1d20-1. spot check.
11:26, Today: Garth Oakenshield rolled 0 using 1d20-2. Jump check DC 15.



Garth leaps from the platform to further engage the monsters, but misjudges the distances and lands on his back with a loud thud!  Gasping and fighting to regain his feet, the big man turns his head and sights one of the terrors.


Spoiler text: (Highlight or hover over the text to view)
11:32, Today: Garth Oakenshield rolled 3 using 1d6. falling damage.

This message was last edited by the player at 16:34, Tue 24 Mar 2009.
DM
GM, 252 posts
Tue 24 Mar 2009
at 18:01
  • msg #162

Re: 1.3 the Glassworks and beyond

Round 2
Glum moves to where monsterx2 went under the platform and drops 10' to the ground.  He lands poorly, but recovers with a tumble check.  Spotting the thing trying to hide among the platform supports, Glum trys to hit it, but the various support columns and cross bracing get in the way, causing the platorm above to sway a little.

Naomi Armastance runs over to the stairs, leaning over at a difficult angle to find a target under the platform.  Glum already in melee and all the stuff in the way proves to be too much for her skill and the energy impacts on a wooden beam, scorching it.  The platform shudders, but stays intact.

 Garth jumps on his back, takes 3 damage and stands up, readying his weapon.

Zer-wedula  reloads the crossbow and moves to where he has a shot at the thing.

Catessa Fallowfield & Garious concerned for Talis moves over to him, "That cleric lady was right, brave but foolish.  Now stay still and let mama Cat make it all better".  She casts a spell and heals Talis 8 dam, then Garious moves off the platform, following Zer-wedula while Cat readies her spear.

Talis easily slides down his polearm to the ground, tumbling to his feet.  Moving under the platform, drawing his flail as he moves, Talis tumbles through the monsters reach too quickly for it to respond (tumble to avoid it's Aoo) and sets up in a flanking position with Glum.  "Glum, these quarters are too tight for such large weapons, and beware of their bite.  It magically enrages you."

Round 3
Monsterx2 is furious at being found and attacks Glum, scoring a claw and just a little nip of a bite for a total of 6 dam.
Glum needs to make a dc12 will save (from the bite) at the top of his round, go ahead and post an action even if you fail the save




Tactical Situation
See map

http://www2.snapfish.com/slide...1694151/t_=161694151

for location details
Everybody is now on the ground, so you are UNDER the platform.
The area under the platform is considered obstructed terrain; cost x2 movement (which means no 5' step for free), no charging and provides some cover (AC, +2 vs melee and +4 vs missiles).

                   dam      status
Monsterx1    -  30      yep, still dead
Monsterx2    -  11      rounds healed +2



<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Glum
player, 135 posts
The world's least dour
dwarf. Hence the name.
Tue 24 Mar 2009
at 18:33
  • msg #163

Re: 1.3 the Glassworks and beyond

12/18 AC14

Glum hears what Talis said and gently leans his staff against the platform before going in against the creature with feet and fists a flying.

19:30, Today: Glum rolled 1 using 1d6. First blow damage.
19:30, Today: Glum rolled 6 using 1d20. Second blow unarmed.
19:30, Today: Glum rolled 15 using 1d20. First blow unarmed.
19:29, Today: Glum rolled 20 using 1d20+5. Will save.

Naomi Armastance
player, 113 posts
Tue 24 Mar 2009
at 19:29
  • msg #164

Re: 1.3 the Glassworks and beyond

HP 10/14
AC 17


<blue>"Dang it!"</blur> Naomi says and drops down herself intent on landing smoothly on the ground she attempts to tuck and roll to absorb the damage after which she attempts to fire off a blast at the being but she fires wide.

12:04, Today: Naomi Armastance rolled 10 using 1d20+4. Ranged Touch Attack.
12:04, Today: Naomi Armastance rolled 4 using 1d6. damage from bad fall.
12:04, Today: Naomi Armastance rolled 5 using 1d20+3. DC 15 Tumble Check.

Garth Oakenshield
player, 111 posts
Wed 25 Mar 2009
at 15:30
  • msg #165

Re: 1.3 the Glassworks and beyond

HP: 26/23 AC: 17

Garth now rises and makes his way towards the monster, his sword swinging and his shield thrust out in a bash!


Spoiler text: (Highlight or hover over the text to view)
10:29, Today: Garth Oakenshield rolled 4 using 1d4+3. shield damage.
10:29, Today: Garth Oakenshield rolled 12 using 1d10+3. sword damage.
10:29, Today: Garth Oakenshield rolled 13 using 1d20-5. shield bash.
10:28, Today: Garth Oakenshield rolled 20 using 1d20+1. sword hit.


DM
GM, 253 posts
Wed 25 Mar 2009
at 16:00
  • msg #166

Re: 1.3 the Glassworks and beyond

Round 3
Glum lays aside his staff and finds it much easier to attack.  With Talis distracting it, he lands a glancing blow.
[Private to Glum: For a moment you felt overwhelmed by feelings of wrath, anger, and rage.  You managed to suppress them.]

Naomi Armastance hurts herself jumping off the stairs and thus misses monsterx2 as it dodges and weaves around with the bigger folk.

 Garth steps forward and trys smashing it with his shield, but the platforms crossbeams get in the way, causing the platform to sway alarmingl.  But, he does strike true with his sword and with a thrust, ichor blood pours forth.

Zer-wedula shoots at it, but just hit the platform, then reloads the crossbow.

Catessa Fallowfield & Garious move in and attack, with considerable urging from Cat.  Garious does not like to fight these things.  Cat misses, but Garious hits, and afterwards keeps whining and opening his mouth (like he tastes something awful).

Talis has time to carefully place his bow, with Glum drawing part of the things attention, and hits.

With a concerted assault on many sides, monsterx2 goes down, dead.

   Now that you ave time, there is a sense of oppressive age about everything. Zer-wedula finds marks scratched in Thassilonian on the wall(indicating a name and time sent imprisoned). The Thassilonian empire existed untold 1000's of years ago.
   This large chamber was obviously once a prison, as testified by the nearly two dozen cells that line the room’s perimeter. A rickety wooden platform overlooks the room, with two flights of stairs descending to the prison floor ten feet below. A five-foot-wide wooden walkway runs from the northern edge of the platform to 8 a passageway to the east.  Upon examination most of the cells are still closed and contain headless skeletons (medium sized humanoids).  All the skulls have been collected in 1 corner of the room and are quite old.  They bear scratch/claw marks of various kinds.  One of the cells has an open door and a hole in the ceiling.  Probably leading to 3 the dead end of the rough hewn tunnel.
   While the chamber is explored, Cat will go around and check everyone for injuries and cast some healing spells;
Glum 8 hp healed
Naomi Armastance 2 hp healed
 Garth 2 hp healed
Zer-wedula  4 hp healed

http://www2.snapfish.com/slide...1694151/t_=161694151


Where to now?
Options
4 passage that turns right at bottom of map
7 passage with stairs
8 passage leading out of prison

Glum
player, 136 posts
The world's least dour
dwarf. Hence the name.
Wed 25 Mar 2009
at 16:49
  • msg #167

Re: 1.3 the Glassworks and beyond

Glum looked aaround the ancient prison with a sense of awe mixed in with the oppresiveness of the surroundings.  "This place is for archaeologists", he said, "And once we've made it safe, I believe we should leave it for them to explore.  Our way lies in that direction".  He points in the direction of the rough hewn or natural exit 8.
Naomi Armastance
player, 114 posts
Wed 25 Mar 2009
at 20:10
  • msg #168

Re: 1.3 the Glassworks and beyond

"If that is the way then we should dart down there. Naomi says then heads into the hallway to take point briefly waiting for others to move ahead while she takes a moment to look in the hallway leading out of the area.
DM
GM, 254 posts
Thu 26 Mar 2009
at 14:46
  • msg #169

Re: 1.3 the Glassworks and beyond

Naomi crosses the rickety wooden walkway and looks down the hallway with 1 of the torches.  The 5' wide hallway goes 20' and opens up into a room, she sees and hears nothing from it.  The walkway creaks ominously when Garth uses it, but holds together and everyone makes it safely across. Once everyone has joined Naomi, they proceed into the room.
   This room contains several ancient and rusty relics of what appear to be torture implements, although their function and style seem strange and archaic.  In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks. And in the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel.  There are 2 doors leading from the room.  The door to the right appears to have no lock, while the door straight across does.
   A quick search of the room while Talis examines the doors reveals suspicious stains, long dried blood, on the torture devices.  In their day they say much use.  Talis states, "I detect no traps on either door and the lock on the one is currently not in use.  So which way now my friends?"

http://www2.snapfish.com/slide...1694151/t_=161694151

Where to now?
Options
4 passage that turns right at bottom of map
7 passage with stairs
torture chamber:door with the lock
  "        "   :door without a lock

Naomi Armastance
player, 115 posts
Thu 26 Mar 2009
at 14:52
  • msg #170

Re: 1.3 the Glassworks and beyond

Naomi first goes and looks into the torture chambers starting with the door without the lock.  She looks inward allowing her torch to light the interior.
Garth Oakenshield
player, 112 posts
Thu 26 Mar 2009
at 17:15
  • msg #171

Re: 1.3 the Glassworks and beyond

Garth watches Naomi go about her work, there is a glint of worry in his eyes.
Glum
player, 137 posts
The world's least dour
dwarf. Hence the name.
Thu 26 Mar 2009
at 17:36
  • msg #172

Re: 1.3 the Glassworks and beyond

Glum holds his quarterstaff at the ready, alert in case something undead should appear.
DM
GM, 255 posts
Thu 26 Mar 2009
at 18:19
  • msg #173

Re: 1.3 the Glassworks and beyond

   The unlocked door opens as easy as the last door (to the prison), as if someone has been performing at least minimal maintenance on it.  This room once served as a study, the crumbling remnants of several chairs and a long table clutter the floor of this room. Scattered around amidst the rubble of a wrecked room are scraps of old, brittle paper .
   To the south stand three open stone doors, each bearing a strange symbol that resembles a seven-pointed star.  The three doors appear to be prison cells.  Within each is a single skeleton of a badly deformed humanoid; one has three arms, another has an enormous misshapen skull, and the third has a ribcage that goes all the way down to its pelvis — a pelvis with stunted leg bones strewn below its strangely flat girth.

Room
http://www2.snapfish.com/slide...1694151/t_=161694151

Star
http://www2.snapfish.com/slide...1694151/t_=161694151



Options
passage that turns right at bottom of map
room with statue:passage with stairs
torture chamber:door with the lock
Study

Zer-wedula
player, 121 posts
Thu 26 Mar 2009
at 21:33
  • msg #174

Re: 1.3 the Glassworks and beyond

[Private to Catessa Fallowfield; DM; Garth Oakenshield; Glum; Naomi Armastance; Talis Revain: 17:28, Today: Zer-wedula rolled 20 using 1d20+6. Know history on the star. Also rolled 23 on Know arcana on the star.]

Zer-wedula muses aloud as he studies the start, "If there be a door that is maintained and locked, I would suggest we see what is behind it."
Talis
Fri 27 Mar 2009
at 13:55
  • msg #175

Re: 1.3 the Glassworks and beyond

    As Talis enters and searches (16 total) the study, he carefully studies one of the largest fragments of ancient parchment.  "Hmm, classic Thassilon by its looks,  and possibly arcane in nature."  Looking up with a smirk "So Zer-wedula do you enjoy puzzles?"
This message was last edited by the GM at 13:55, Fri 27 Mar 2009.
Zer-wedula
player, 122 posts
Fri 27 Mar 2009
at 10:22
  • msg #176

Re: 1.3 the Glassworks and beyond

"I enjoy directness more," he said as he scooped up the almost forgotten Willi.  "Shall I read it to you?"
DM
GM, 258 posts
Fri 27 Mar 2009
at 14:34
  • msg #177

Re: 1.3 the Glassworks and beyond

   Talis' brief search reveals nothing interesting in the rubble except for many small scratches in the chairs and table.  The largest scrap of paper is brittle and faded with age.  What few symbols are legible prove to be fragments of arcane formula in Thassilon.  This corresponds with the star, which is a symbol from the Thassilon empire.
   The Thassilon empire was ruled by wizards and that symbol represented their 7 schools of magic.  This empire is the one that created most of the wonders in the area, huge monuments to an empires power, magic and glory.  That's all you can recall without more research.
This message was last edited by the GM at 17:27, Fri 27 Mar 2009.
Naomi Armastance
player, 116 posts
Fri 27 Mar 2009
at 15:26
  • msg #178

Re: 1.3 the Glassworks and beyond

While Talis and Zer-wedula are inspecting the room Naomi is keeping a lookout moving a little bit up and down the halls just outside the room they are in so as to see what may be lurking in the dark.
Garth Oakenshield
player, 113 posts
Fri 27 Mar 2009
at 18:14
  • msg #179

Re: 1.3 the Glassworks and beyond

Garth eyes the papers dubiously then looks to the surroundings, alert for any surprises the room might offer.
Glum
player, 138 posts
The world's least dour
dwarf. Hence the name.
Fri 27 Mar 2009
at 18:19
  • msg #180

Re: 1.3 the Glassworks and beyond

Glum remains still, watching, in the middle of the room, or moving around, peering into shadows and looking for anything that might choose to strike.
DM
GM, 259 posts
Fri 27 Mar 2009
at 19:12
  • msg #181

Re: 1.3 the Glassworks and beyond

Talis looks around, "Well, we can look around later.  Why don't we continue on and try to find the quasit Tsuto spoke of in his journal or whatever else scared the smugglers."  The other door out of the torture chamber leads to stairs down.  The stairs go 30' and open into a room.  The ceiling of this strangely cold chamber arches to a vaulted height of twenty feet. The floor contains eleven wooden lids strewn haphazardly over eleven five-foot-wide pits in the ground. From the darkness within these pits echo up strange shuffling sounds and, every so often, a low moan.  Thus, no one is really surprised when a thing steps threateningly in front of the stairway and say something that sounds like goblin.
[Private to Glum: "Koruvus says, none shall pass" in goblin]

It is a medium sized creature thats looks a mockery of a goblin.  It has an extra set of small arms growing from his shoulders that are apparently functional from the way 1 is wielding a dagger.  He carries a glowing longsword, nice handaxe and a silver dagger and wears a chain shirt.
http://www2.snapfish.com/slide...1694151/t_=161694151

Tactical Situation
The monster is directly in front of Garth

http://www2.snapfish.com/slide...1694151/t_=161694151


Zer-wedula may post, everyone else goes after K
<AND DON'T FORGET TO INCLUDE AC AND HP (CURRENT/TOTAL) >

This message was last edited by the GM at 23:00, Fri 27 Mar 2009.
Zer-wedula
player, 123 posts
Fri 27 Mar 2009
at 22:44
  • msg #182

Re: 1.3 the Glassworks and beyond

10/11
AC 6

"It looks undead, and that is enough for me," Zer-wedula states as he pulls forth the wand of electric orb and lets fly.

18:43, Today: Zer-wedula rolled 8 using 1d8. damage?.
18:42, Today: Zer-wedula rolled 12 using 1d20+1. Ranged touch attack, electric orb.

Glum
player, 139 posts
The world's least dour
dwarf. Hence the name.
Fri 27 Mar 2009
at 23:24
  • msg #183

Re: 1.3 the Glassworks and beyond

Glum said.  "It's saying 'None May Pass' and considering what's behind it, I'm minded to let it have it's head on that one."

Then he said in goblin, "[Private to DM: So, you seek to guard those pits full of undead creatures from those they might otherwise eat]?"
DM
GM, 260 posts
Fri 27 Mar 2009
at 23:48
  • msg #184

Re: 1.3 the Glassworks and beyond

Round 1
Zer-wedula pulls out a wand and says a word and the wand spits a spark of electricity at the thing as he is moving through a gap between Garth and the wall.  He sees it coming and is able to mostly get out of the way, suffering a minor wound.  To your horror, the wound starts to heal slowly.

Koruvus says something in goblin [Private to Glum: "Koruvus so stupid"] then switches to common (with a goblin accent), "Koruvus said, none shall pass".  He then takes a deep breath and a stream of acid comes out of his mouth, catching Zer-wedula, Talis, Garth and Cat/Garious  for 7 acid dam (ref save, dc 13 for 3 dam).

Tactical Situation
Koruvus is directly in front of Garth, blocking the exit.

http://www2.snapfish.com/slide...1694151/t_=161694151


                   dam      status
Koruvus -      8           rounds of healing +1

Everyone post
<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Zer-wedula
player, 124 posts
Sat 28 Mar 2009
at 00:07
  • msg #185

Re: 1.3 the Glassworks and beyond

HP 7/11
AC 6

Zer-wedula dodges aside, not quite swiftly enough to avoid all damage, but most of the acid misses him.

20:03, Today: Zer-wedula rolled 15 using 1d20+2. Reflex save.

"Decide quickly if we stay or go.  For myself, I would think this one must guard something.  Something not of interest to the local smugglers."

Again Zer-wedula points the wand, arcing electricty towards the creature.

20:06, Today: Zer-wedula rolled 8 using 1d8. Damage!!.
20:06, Today: Zer-wedula rolled 18 using 1d20+1. Ranged touch attack, electric orb. 

Glum
player, 140 posts
The world's least dour
dwarf. Hence the name.
Sat 28 Mar 2009
at 01:25
  • msg #186

Re: 1.3 the Glassworks and beyond

18/18 AC14

From the back, Glum says, "My suggestion is to go back.  The way is narrow and we can only fight him one on one.  And of course, he has us outgunned so to speak. So really we have to make a judgement about whether he's worth the effort."  Then in goblin he asks, "[Private to DM: Koruvus, are you by any chance a quasit]?"

OOC
i  If any of the Party agree to leave the quasit alone, Glum will back up the stairs to make room.
ii If nobody agrees to this course of action Glum will ask the quasit who he is protecting and whether it's worth it.
iii If the quasit isn't co-operating either, Glum will throw a shuriken at him and then attempt to climb up and seek a way to get OVER (or perhaps under) the quasit.

This message was last edited by the player at 13:04, Sat 28 Mar 2009.
Talis Revain
player, 62 posts
Sat 28 Mar 2009
at 03:27
  • msg #187

Re: 1.3 the Glassworks and beyond

     Reaching around Garth with his polearm Talis curses as he takes a face full of acid but he still strikes true, hooking the abomination's leg and then gives a great heave.

    ref save = 11  to hit = 16  trip role = 18
This message was last edited by the GM at 04:39, Sat 28 Mar 2009.
Garth Oakenshield
player, 114 posts
Sat 28 Mar 2009
at 19:31
  • msg #188

Re: 1.3 the Glassworks and beyond

HP: 16/26 AC 17

Garth howls in pain as the acid washes over him, then even as Talis strikes back, so does Garth, with both sword and shield!


Spoiler text: (Highlight or hover over the text to view)
14:28, Today: Garth Oakenshield rolled 5 using 1d4+3. shield bash.
14:27, Today: Garth Oakenshield rolled 4 using 1d10+3. sword damage. (8 points if a crit)
14:27, Today: Garth Oakenshield rolled 14 using 1d20-5. Shield bash.
14:27, Today: Garth Oakenshield rolled 18 using 1d20+1. roll for crit.
14:26, Today: Garth Oakenshield rolled 21 using 1d20+1. sword attack.


This message was last edited by the player at 19:33, Sat 28 Mar 2009.
Naomi Armastance
player, 118 posts
Sat 28 Mar 2009
at 19:36
  • msg #189

Re: 1.3 the Glassworks and beyond

Naomi groans briefly, the small Gnomish woman glad that she didn't get spit upon but annoyed that things seemed to pop up and attack them at all points.  "Koruvuss is it?  Why don't you be a good fellow and move." She says firing a blue/white bolt of energy at him.


HP: 12/14
AC: 17
13:34, Today: Naomi Armastance rolled 15 using 1d20+4. Ranged Touch Attack.
13:34, Today: Naomi Armastance rolled 5 using 1d6+1. damage.

DM
GM, 262 posts
Sat 28 Mar 2009
at 21:49
  • msg #190

Re: 1.3 the Glassworks and beyond

Round 1
Naomi Armastance finds it nearly impossible to hit the target and misses.  He is in melee with Garth who also provides cover, so the window to hit this guy is very small.

Talis tries to trip Koruvus, but is surprised by his sheer strength.  Koruvus almost jerks the guiarme out of Talis' hands, but Talis manages to keep his grip.

 Garth swings both sword and shield, connecting with the sword for 13 dam.  He almost missed exploiting the opening in Koruvus' defense by the  distraction of his shield attack, but the advantage provided by the stairs height was just enough to allow him to succeed.
The confirmation hit because you get a +1 for higher ground.

Glum throws a shuriken, but misses completely.

Catessa Fallowfield 13/16 & Garious 17/20, like Talis, are caught flatfooted by the acid stream and both take full dam.  She then casts a spell of healing on herself and both heal some of the damage.  Holding her spear in 1 hand she draws a wand and says "Garth, make the call forward or back."

Round 2
Zer-wedula points and speaks, and again the wand spits a spark of electricity at Koruvus, though it's harder to hit now that Garth and Talis keep getting in the way.  His foe takes another minor wound.

Koruvus says, "Stupid longshanks, Koruvus is no whatever, Koruvus is champion of Seven Tooth tribe and now guard'n for the Queen."  Then he starts hacking at Garth with all 3 weapons (glowing longsword, nice handaxe and silver dagger), getting louder with each word until he is in a rage "and none shall pass."  Garth has never felt such strength as the axe and dagger connect for 16 dam.
Garth is at 0hp, disabled but conscious and mobile - may take 1 move action, any more and you take 1 dam and collapse

Tactical Situation
Koruvus is directly in front of Garth (who is at 0hp), blocking the exit.

http://www2.snapfish.com/slide...1694151/t_=161694151


                   dam      status
Koruvus -      29           rounds of healing +2
This message was last edited by the GM at 00:12, Sun 29 Mar 2009.
Zer-wedula
player, 125 posts
Sat 28 Mar 2009
at 23:35
  • msg #191

Re: 1.3 the Glassworks and beyond

"Garth, retreat," Zer-wedula suggests.  "Cat, be ready to heal him."

"Glum, can you tumble up to Garth's place in line, or Talis'?"

Zer-wedula then casts Flare (DC 13) in the hopes of dazzling their foe for a minute.
Talis
Sat 28 Mar 2009
at 23:43
  • msg #192

Re: 1.3 the Glassworks and beyond

Talis again trys to trip him, and this time succeeds.  "Garth, lets get out of here now, everybody back."

occ: Will hold position and attack over Glum
This message was last edited by the GM at 23:49, Sat 28 Mar 2009.
Glum
player, 142 posts
The world's least dour
dwarf. Hence the name.
Sat 28 Mar 2009
at 23:45
  • msg #193

Re: 1.3 the Glassworks and beyond

18/18 AC14

Glum nods and tries to tumble into action in such a way that he can give Koruvus the kicking he deserves for being so rude.  "You don't have to be so rude about it you know." he says with a grunt.

00:42, Today: Glum rolled 6 using 1d6. Kick the goblin mutant.
00:41, Today: Glum rolled 14 using 1d20+1. The kick at the end of the tumble.
00:40, Today: Glum rolled 15 using 1d20+7. Tumble.

Garth Oakenshield
player, 115 posts
Sun 29 Mar 2009
at 01:47
  • msg #194

Re: 1.3 the Glassworks and beyond

Reeling back from the monster's blows, Garth searches his inner reserves and somehow finds the strength to remain on his feet and then back away to allow Glum a shot at their foe!
DM
GM, 264 posts
Mon 30 Mar 2009
at 18:04
  • msg #195

Re: 1.3 the Glassworks and beyond

Round 2
Naomi Armastance still finds very difficult to hit the target and misses.

Talis manages to catch Koruvus at just the right time, slightly off balance, and trips him.  He hits the ground with a thud.

Garth disengages and moves back up the stairs and manages to get to Cat, because Koruvus is on the ground he misses as he swings at Garths retreating heels.
You get a -4 to hit from on the ground

Glum tumbles down the stairs at a reckless speed and has to move to far to get an attack.
You are still at 20' move and he was 25' away.  You can't charge through occupied squares.

Catessa Fallowfield 13/16 & Garious 17/20 says "Hold still Garth so I can use this wand on you" and she proceeds to touch the wand to Garth while saying a magic word.  His wounds begin to heal for 13 hp.

Round 3
Zer-wedula points and flash of light appears in Koruvus' face.  He shakes his head a little, but it's hard to tell if he has been affected.

Koruvus mumbles to himself in goblin [Private to Glum: "Queen says guard room, Koruvus guard room"]  He stands up, moving a little slower than before, which allows both Talis and Glum a free attack. (provokes an Aoo from Glum (hits for 5 dam) and Talis (misses)) Then he swings his glowing longsword faster than Glum can avoid, hitting for 13 dam.  He hits HARD.

Tactical Situation
Koruvus is directly in front of Glum (who is easier to attack over than Garth), still blocking the exit and showing no signs of moving, but is showing signs of fatigue.

http://www2.snapfish.com/slide...1694151/t_=161694151

                   dam      status
Koruvus -      29           rounds of healing +3






Everyone post,

please check the ooc post for an important request;

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Zer-wedula
player, 127 posts
Mon 30 Mar 2009
at 23:45
  • msg #196

Re: 1.3 the Glassworks and beyond

8/12
AC 14

"You can dish it out, but can you take it?" Zer-wedula asks as he casts Acid Orb.

19:43, Today: Zer-wedula rolled 3 using 1d3. Acid orb damage.
19:43, Today: Zer-wedula rolled 15 using 1d20+1. Ranged touch, acid orb.


"The beast appears to be tiring."
Glum
player, 143 posts
The world's least dour
dwarf. Hence the name.
Tue 31 Mar 2009
at 10:38
  • msg #197

Re: 1.3 the Glassworks and beyond

9/22 AC14
"Oww" said Glum and aimed a kick at Koruvus's breadbasket. "That hurt", he said and aimed a fist at the demon's jaw.

11:31, Today: Glum rolled 5 using 1d6. damage second blow.
11:31, Today: Glum rolled 5 using 1d6. damage first blow.
11:30, Today: Glum rolled 16 using 1d20. second blow.
11:29, Today: Glum rolled 13 using 1d20. First Blow

This message was last edited by the GM at 12:31, Tue 31 Mar 2009.
Garth Oakenshield
player, 116 posts
Tue 31 Mar 2009
at 16:59
  • msg #198

Re: 1.3 the Glassworks and beyond

13/26 AC:17

Garth quickly nods in thanks to Cat as he feels health flood through his limbs.  Dropping his shield, the warrior now grips his blade now in a two handed grip and moves forward, attempting to squeeze past those in the front doing battle with the down brute.


Spoiler text: (Highlight or hover over the text to view)
Using full round action to move up to the fight as I believe based on the diagram he is farther then the 5 feet limit for a standard move and swing.

This message was last edited by the player at 17:00, Tue 31 Mar 2009.
DM
GM, 265 posts
Wed 1 Apr 2009
at 15:04
  • msg #199

Re: 1.3 the Glassworks and beyond

Round 3
Naomi Armastance, frustrated at her lack of success, will try something new.  She concentrates on listening to the powers within her, it is so far away, but just within range.

Talis finds it easier to attack over a shorter Glum and connects for 7 dam.

Garth looks to get back in the fray, but there is no room.  So he prepares to rush down and take someones place should they fall.
Ready an action to move

Glum attacks the mutant goblin and while he is easy to "hit", damaging him through his chain shirt and tough, leathery skin (much tougher than normal) is more difficult.  The first blow does no damage, but the second blow does 5, and causes blood to flow.

Catessa Fallowfield 13/16 & Garious 17/20 again uses the wand on Garth healing 12 hp.

Round 4
Zer-wedula summons a small orb of acid and tosses it at the target.  It nicks the target but does no damage.  He seems resistant to acid, at least weak acid.

Koruvus yells in goblin [Private to Glum: "NONE...SHALL...PASS"],  breaths in deeply and spits another acid stream up the stairs.  Zer-wedula, Talis, Garth and Glum for 6 acid dam (ref save, dc 15 for 3 dam).

Naomi Armastance, a swarm of tiny bird appears above the goblin and descends to engulf him, doing 5 dam.  The goblin swings his glowing longsword around at the birds, slashing many from the sky <7 dam on the Aoo>, but the rest attack him mercilessly.  Their beaks cause nasty wounds which start to heal almost immediately.  Naomi must maintain her concentration or the swarm will vanish.

Talis fails his save and suffers 6 dam.  As blisters appear, he still strikes true, saying "Pray that he does not swing again, there is a better part of valor Glum" and connects for 10 dam.  As the goblin falls down.

b>Tactical Situation</b>
Koruvus is directly in front of Glum.  Down, but showing signs of moving.

http://www2.snapfish.com/slide...1694151/t_=161694151


                   dam      status
Koruvus -      56           rounds of healing +3






Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

This message was last edited by the GM at 18:21, Wed 01 Apr 2009.
Glum
player, 144 posts
The world's least dour
dwarf. Hence the name.
Wed 1 Apr 2009
at 15:38
  • msg #200

Re: 1.3 the Glassworks and beyond

3/22 AC14

Glum fails to avoid the acid spat at him (OOC which is a shame as with evasion he would have taken no damage at all) he falls back to allow Garth to enter the fray.  "I should have brought my pick", he muttered, "and gone through the wall".

16:34, Today: Glum rolled 13 using 1d20+5. Reflex Save.
This message was last edited by the GM at 14:04, Thu 02 Apr 2009.
Garth Oakenshield
player, 117 posts
Wed 1 Apr 2009
at 18:02
  • msg #201

Re: 1.3 the Glassworks and beyond

7/26  AC 15

Garth screams out at the acid washes over him!  The big man looks the worse for wear as he calls over his shoulder to the others, "We need healing!"
This message was last edited by the player at 19:40, Wed 01 Apr 2009.
Zer-wedula
player, 128 posts
Wed 1 Apr 2009
at 23:46
  • msg #203

Re: 1.3 the Glassworks and beyond

2/12  AC 14

Zer-wedula cursed something unintelligible in Elvish.  Staggered, he pulled forth two flasks of oil from his pack.

"Pour it on it and set it ablaze.  Burn it.  Burn it now," he gasped.
DM
GM, 268 posts
Thu 2 Apr 2009
at 14:25
  • msg #204

Re: 1.3 the Glassworks and beyond

  While Zer-wedula works on getting some oil flasks out of his backpack, Glum and Garth crowd around Cat so she can stop the pain of the acid burns.  The goblin heals to consciousness and stands up, obviously mortally wounded.  How he can still stand boggles the mind.  "Look out" Talis crys, as he begins to strike with his weapon.  But the birds that are still pecking away at the goblin finally bring him low, again, and Talis' blow separates head from body.  This time, the goblin is dead and as Naomi releases her concentration, the flock of birds vanish.

   As silence follows the birds departure, you can clearly hear from the darkness within the pits strange shuffling sounds and, every so often, a low moan.  You also notice this body is bleeding like a body should, instead of evaporating into nothing like the previous opponents.  Cat will move around healing people with the wand.

   The door out of the torture chamber leads to stairs down.  The stairs go 30' and open into a room.  The ceiling of this strangely cold chamber arches to a vaulted height of twenty feet. The floor contains eleven wooden lids strewn haphazardly over eleven five-foot-wide pits in the ground. From the darkness within these pits echo up strange shuffling sounds and, every so often, a low moan.
http://www2.snapfish.com/slide...1694151/t_=161694151

   The body is a medium sized creature thats looks a mockery of a goblin.  It had an extra set of small arms growing from his shoulders that were functional from the way he wielded a dagger.  He carried a glowing longsword, nice handaxe and a silver dagger and wore a chain shirt.
http://www2.snapfish.com/slide...1694151/t_=161694151




<It takes 7 charges, but everyone is at full hp.

What do you do now?>

This message was last edited by the GM at 14:40, Thu 02 Apr 2009.
Talis
Thu 2 Apr 2009
at 18:04
  • msg #205

Re: 1.3 the Glassworks and beyond

Talis starts talking, but is interrupted by the sudden rise of the goblin, "Well, this would have been a sight bit easier" whack goes his weapon, "if we hadn't stood in a line like a bunch of lambs waiting for the knife."  As the head rolls away from the body, he leans on his polearm.  "The antient tome of the art of war says, when you have superior numbers, the path of victory lies in maneuver.  If you are outnumbered, lure your enemy to attack you in confined spaces.  This way, a small army can defeat a numerically superior foe.  He was the small army and we were the numerically superior foe.  We did not go forward.  We did not go back.  We did not maneuver, and four of us nearly paid the price.
   Compare this to how we dealt with the demon spawn, we divided their number and moved to flank, bringing our enemy low.  We enveloped them and destroyed the remnant.
"
   He then proceeds to start looting the body while humming the goblin song from the festival, "Zer-wedula is right, we need to have a plan.  So, who wants his stuff.  I know it's horrible, but it is a disturbingly catchy tune."  Finally, Talis cuts off the goblins ear, takes out his dagger and starts carving on it.  "Glum, how would a goblin spell Koruvus?"
This message was last edited by the GM at 18:04, Thu 02 Apr 2009.
Glum
player, 145 posts
The world's least dour
dwarf. Hence the name.
Thu 2 Apr 2009
at 17:52
  • msg #206

Re: 1.3 the Glassworks and beyond

Glum sighs.  "Hindsight is wonderful, but if you remember, I said something like that BEFORE we started throwing ourselves at Koruvus.  And what have we done now?  Opened the way to get through to the Demon Queen, no doubt. Why do you want a trophy, Talis?  I think we should give Koruvus a decent burial before he gets up undead and follows us home."
Zer-wedula
player, 129 posts
Thu 2 Apr 2009
at 21:51
  • msg #207

Re: 1.3 the Glassworks and beyond

"I think we need to see who or what is in these pits.  I have a bad feeling someone has been experimenting and the results will be equally distasteful," Zer-wedula mutters.

He steals up to the nearest pit as quietly as possible and peers in, looking like he wants to jump back as fast as he can.
DM
GM, 270 posts
Thu 2 Apr 2009
at 22:43
  • msg #208

Re: 1.3 the Glassworks and beyond

   The goblin had a glowing longsword, MW hand ax, silver dagger and a chain shirt.  The chain shirt is very old, and while at one time it might have been masterwork, is now so worn and broken that if you try to wear it without considerably tough skin <a couple of points of natural armor> you would probably do damage to yourself.  There is a bits of paint still on it, but so faded and worn as to be unreadable.

   Zer-wedula creeps up to the nearest pit and glances in. Without holding a torch over the pit, he can barely see with his elven eyes a man sized/shaped figure slowly shuffling around in a circle at the bottom of a 20' deep pit.  The figure looks upward and moans, shuffles a bit, looks upward and moans...

   In a corner of the room, hidden from the staircase, is a pile of dirty clothes and bones and such.  A goblin nest of sorts.
Talis Revain
player, 63 posts
Fri 3 Apr 2009
at 04:29
  • msg #209

Re: 1.3 the Glassworks and beyond

As he examines the weapons, "Yes Glum and I agree with you.  But my point is, we need to start using plans.  As for the trophy, that's for Master Hosk.  As for the goblin, I have no pity for it.  Say Garth do you want any of this?"


If we ever fight critters that attack 3 times a round, it's usually better to attack and move, thus suffering only 2 attacks a round instead of 3.  Especially with ghouls.
Zer-wedula
player, 130 posts
Fri 3 Apr 2009
at 10:18
  • msg #210

Re: 1.3 the Glassworks and beyond

"Talis speaks sense," Zer-wedula says as he returns to the group to get a torch.  "There is something in the pit.  Something alive.  I believe someone has been performing experiments down here.  This is evil."

He returns to the pit with the torch, steels himself, and looks in.
Garth Oakenshield
player, 118 posts
Fri 3 Apr 2009
at 13:05
  • msg #211

Re: 1.3 the Glassworks and beyond

Looking to Talis, the big man shrugs, "A good sword I have already, though I could use either the axe or dagger I suppose.  The mail is all but worthless."  He absently rubs the mail a bit with the corner of his cloak, "Doubtful it can be cleaned up."
This message was last edited by the player at 13:05, Fri 03 Apr 2009.
DM
GM, 271 posts
Fri 3 Apr 2009
at 13:10
  • msg #212

Re: 1.3 the Glassworks and beyond

   The light of the torch reveals a human, or rather a walking corpse that was once human.  It must be some sort of undead.  It has no clothes on and the floor it is shuffling on has a groove worn in it.  It slowly shuffles around the groove, pausing at regular intervals to look upward with a dull, unseeing look and with a moan, continues its shuffling.  Who knows how long this thing has been doing this.  How long does it take a "man" to wear a groove in solid stone (assuming the necromantic energies of undeath prevent the feet from rubbing away)?  An examination reveals a similar creature and situation in all the pits.  Zer-wedula's training has not included specifics of the undead, but Glum's does.  Glum can identify them as zombies.
Glum
player, 146 posts
The world's least dour
dwarf. Hence the name.
Fri 3 Apr 2009
at 13:22
  • msg #213

Re: 1.3 the Glassworks and beyond

"So why", asked Glum of nobody in particular, "short of her own cruelty, would this queen have set Koruvus to give his life to guard zombies?"
DM
GM, 272 posts
Fri 3 Apr 2009
at 13:48
  • msg #214

Re: 1.3 the Glassworks and beyond

   Naomi will stay at the bottom of the stairs, while Cat will take the other torch and look down the hallway.  "It ends in a door with a passage to the left", she informs the group.  "So are we going to do something about these unnatural abominations or just leave them."

   The goblin nest reveals a mixture of ancient rotting bits and newer cloth and such.  It is foul and contains nothing of interest beyond many small gnawed on bones.  Rats probably.  The goblin was definitely a living creature and not some undead.

   Garth does think the chain shirt could be restored, with a competent enough armorsmith, some money and time.
This message was last edited by the GM at 13:50, Fri 03 Apr 2009.
Garth Oakenshield
player, 119 posts
Fri 3 Apr 2009
at 14:50
  • msg #215

Re: 1.3 the Glassworks and beyond

Garth, who had been absently at first scrubbing the mail, now peers a bit closer at it as he rubs it in earnest.  "Well, there may yet be hope for this mail.  I'll keep it and see what can be done for it when we emerge."
Talis Revain
player, 64 posts
Fri 3 Apr 2009
at 19:01
  • msg #216

Re: 1.3 the Glassworks and beyond

Talis ties off the sword as there doesn't seem to be a scabbard handy, hands the axe to Garth and the dagger to Zer-wedula while commenting "It's 6 of 1 and half-a-dozen of the other.  Either we use precious time to deal with creatures that have been locked up for untold years while giving more time to this Queen to prepare or we wait for them to be used against us.  Naomi, if you want to blast them into dust, be my guest.  It's your call, I have no preference."
Glum
player, 147 posts
The world's least dour
dwarf. Hence the name.
Fri 3 Apr 2009
at 19:07
  • msg #217

Re: 1.3 the Glassworks and beyond

Glum said.  "If you can destroy them easily, feel free, I'd rather not find them following us.  Of course, we could try destroying them then coming back tomorrow when we're refreshed.  I doubt the queen could replace her zombies by tomorrow."
Garth Oakenshield
player, 120 posts
Fri 3 Apr 2009
at 19:57
  • msg #218

Re: 1.3 the Glassworks and beyond

Looking up from the mail, Garth opines, "I say leave em.  They dont look like they've gotten too far in a long time, doubt they're going anywhere now."
DM
GM, 273 posts
Fri 3 Apr 2009
at 21:57
  • msg #219

Re: 1.3 the Glassworks and beyond

   Cat speaks up "Why don't you men go ahead while me and Naomi stay behind and take care of this.  We can me done in a few minutes and then ride Garious to catch up."

   Naomi is confused, Talis doesn't care, Garth says leave 'em, Glum says destroy them and Cat want to split the group.  Naomi turns to Zer-wedula, "I don't know, let's do what you say."

http://www2.snapfish.com/slide...1694151/t_=161694151

http://www2.snapfish.com/slide...1694151/t_=161694151

http://www2.snapfish.com/slide...1694151/t_=161694151

After this is decided, which way do you want to go?

Options
passage that turns right at bottom of map
room with statue:passage with stairs
door down hall from pits
passage down hall from pits

This message was last edited by the GM at 00:49, Sat 04 Apr 2009.
Zer-wedula
player, 131 posts
Sat 4 Apr 2009
at 00:29
  • msg #220

Re: 1.3 the Glassworks and beyond

"I agree with the big man, they aren't going anywhere.  If I had to guess maybe she turned some dead enemies into zombies so they would lure others here for that four armed goblin to deal with.  All a long time ago."

He paused and looked thoughtful.

"You know my thoughts on well-maintained doors in a place such as this; someone must be keeping them up.  One is locked, one is not.  One is near us.  That decides it, I think; the unlocked door down the way from here."
DM
GM, 274 posts
Sat 4 Apr 2009
at 01:33
  • msg #221

Re: 1.3 the Glassworks and beyond

   So the zombies are left to continue their long walk and the group heads down the tunnel to the door.  As you pass the passage on the left you can see it jogs left, and around that corner you can just make out stairs going down.  The door is well made and in unusually good condition.  In fact, it looks like it hasn't aged a day.  It has the same 7 pointed star that you found before.  Talis checks the door for traps, but doesn't detect any, and while it has a lock, it is currently unlocked.
   With trepidation the door is opened to reveal a strange room consisting of a fifteen-foot-diameter sphere.  Several objects float in the room, spinning lazily in space - a ragged book, a scroll, a bottle of wine, a dead raven surrounded by a halo of floating and writhing maggots, and a twisted iron wand with a forked tip. Yet perhaps the most unnerving aspect of the room is the walls, for they are plated in sheets of strange red metal that ripple every once in a while with silent black electricity that seems to coalesce into strange runes or even words far too often for the effect to be chance.  The room is lit by a low reddish light with no source.


http://www2.snapfish.com/slide...1694151/t_=161694151
DM
GM, 275 posts
Sat 4 Apr 2009
at 04:33
  • msg #222

Re: 1.3 the Glassworks and beyond

Talis says with trepidation, "Going in here is borrowing trouble.  Lets close the door and come back after we have finished exploring the complex.  But if you want to go in, I'll cover you with my bow".
This message was last edited by the GM at 04:36, Sat 04 Apr 2009.
Zer-wedula
player, 132 posts
Sat 4 Apr 2009
at 11:20
  • msg #223

Re: 1.3 the Glassworks and beyond

Zer-wedula studies the chamber, even going so far as to lift Willi up for a sniff.  Lowering the weasel he says, "I must agree with Talis, this is a mystery.  Perhaps the locked door beyond the torture chamber?"

07:18, Today: Zer-wedula rolled 11 using 1d20+8. Spellcraft.
07:18, Today: Zer-wedula rolled 14 using 1d20+7. Know arcana.

Glum
player, 148 posts
The world's least dour
dwarf. Hence the name.
Sat 4 Apr 2009
at 12:20
  • msg #224

Re: 1.3 the Glassworks and beyond

Glum looked into the room, visibly greening around the gills.  "Close the door", he said.  "That room, unless I miss my guess, is as obscene as the zombies.  We are facing real, abhorrent evil today, my friends, and we must not fail."

13:18, Today: Glum rolled 17 using 1d20+3. Know arcana.
DM
GM, 277 posts
Sat 4 Apr 2009
at 18:07
  • msg #225

Re: 1.3 the Glassworks and beyond

   Cat has to comfort Garious, "He definitely doesn't like what he smells."  So the door is closed and the group checks the nearby stairs down.  Unlike most of the complex, the stairs do have a thick layer of dust with only a single set of tracks in it.  The tracks are man sized and shaped.  That is the best you can do without a skilled tracker.  The stairs spiral down 1 revolution before coming to a cave in.


http://www2.snapfish.com/slide...1694151/t_=161694151

http://www2.snapfish.com/slide...1694151/t_=161694151

http://www2.snapfish.com/slide...1694151/t_=161694151

Which way do you want to go?

Options
passage that turns right at bottom of map
room with statue: passage with stairs
stairs with cave in
Zombies in Pits
trashed study
Spherical mystery room

Garth Oakenshield
player, 121 posts
Sat 4 Apr 2009
at 19:18
  • msg #226

Re: 1.3 the Glassworks and beyond

Having stuffed the mail shirt as best he can into his pack, Garth waits for the others to determine the best forward route, content merely to lead in the direction he is told to go.
Zer-wedula
player, 133 posts
Sat 4 Apr 2009
at 19:44
  • msg #227

Re: 1.3 the Glassworks and beyond

"We wander on and on," Zer-wedula mused.  "Perhaps if we seek the Queen we need to go back to the statue and the stairs down from there.  Garth, if you would lead?"
Garth Oakenshield
player, 122 posts
Sat 4 Apr 2009
at 19:50
  • msg #228

Re: 1.3 the Glassworks and beyond

With a stoic nod, the warrior hefts sword and shield, then begins a cautious advance back towards the mentioned stair.
DM
GM, 278 posts
Sat 4 Apr 2009
at 22:39
  • msg #229

Re: 1.3 the Glassworks and beyond

  So the group goes back through the pit, torture and prison rooms to the room with the statue.  A red marble statue of a strikingly beautiful but, at the same time, monstrously enraged human woman stands in the middle of this room, her stony expression twisted in fury. The woman wears flowing robes, and her long hair is held back from her face by an intricate headdress of hooks and blades. In her left hand she carries a large book, the face of which is inscribed with a seven-pointed star. Her right hand holds a glittering metal and ivory ranseur.  The statue faces a passage with stairs leading up.  And up the stairs you go.

   At the top of the stairs is a door. Talis checks the door, but doesn't detect any traps.  The door has no lock.  Carefully, Garth opens the door and nothing happens.  He sees a 15' diameter room with a shallow pool in the middle and another door on the other side.  Water ripples quietly in a circular stone pool lined with skulls here. Smears of what looks like blood mar the pool’s rim in places.  Seeing no foes, Garth steps into the room.
   From above the door a head with wings starts down toward him.  It looks like the head of this monster;

http://www2.snapfish.com/slide...1694151/t_=161694151

but its jaws extend upward into wings.  Only Cat and Glum spot it before it can attack.  [Private to Glum: In fact, Glum was going to miss it, but it seems like his attention was drawn to it by an outside agency.  This is his goblin charm activating.]


Tactical Situation
Garth is just inside the room and the Flying Head is just over him.  You can barely make it out in the gap between Garth's head and the top of the doorway.

http://www2.snapfish.com/slide...1694151/t_=161694151
                   dam      status
Flying Head -






Cat and Glum may post in the surprise round;
1 action only

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

DM
GM, 279 posts
Mon 6 Apr 2009
at 21:54
  • msg #230

Re: 1.3 the Glassworks and beyond

Round Surprise
Catessa Fallowfield & Garious urges Garious forward, around the people in front and into the room.  Garious does not want to get anywhere near that thing and it requires special urging from Cat to get him to move forward.

Glum moves forward to the place Cat just left, as he doesn't have the movement to go any farther.

Flying Head flutters down from above the door, shrieking as it hovers in front of Garth over the edge of the shallow pool.  The sight of it's horrible mouth and awful shriek sends shivers down your spine.
everyone, succeed on a DC 12 Fortitude save or be paralyzed with fear

Tactical Situation
The Flying Head is hovering in front of Cat and Garth.

http://www2.snapfish.com/slide...1694151/t_=161694151

                   dam      status
Flying Head -






Everyone post,

I have already rolled for peoples free knowledge checks and no one nows what this monster is.

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Glum
player, 150 posts
The world's least dour
dwarf. Hence the name.
Tue 7 Apr 2009
at 14:08
  • msg #231

Re: 1.3 the Glassworks and beyond

HP22/22 AC14

Glum took two steps into the room and one step aside to allow others through, then he whirled his staff and began attacking the flying head.

15:07, Today: Glum rolled 4 using 1d6. Damage second blow.
15:07, Today: Glum rolled 2 using 1d6. Damage First blow.
15:06, Today: Glum rolled 18 using 1d20. Second Blow staff.
15:06, Today: Glum rolled 16 using 1d20. First blow staff.


Well that was the idea but the dice had other ideas.

16:30, Today: Glum rolled 8 using 1d20+6. Fortitude Save.
This message was last edited by the player at 15:31, Tue 07 Apr 2009.
Garth Oakenshield
player, 123 posts
Tue 7 Apr 2009
at 14:20
  • msg #232

Re: 1.3 the Glassworks and beyond

HP: 26/26 AC: 14 (flat footed)

Garth stands in shock as he eyes the loathsome flying head before him, his sword arm frozen at his side.
DM
GM, 282 posts
Tue 7 Apr 2009
at 20:17
  • msg #233

Re: 1.3 the Glassworks and beyond

Round 1
Catessa Fallowfield16/16 is paralyzed with fear, though Garious20/20isn't.  Left to his own devices, the dog shrinks back against the wall and looks for a way out, darting down the stairs with Cat holding on with a death grip.

Glum is frozen with fear.

Zer-wedula  manages to overcome his fear enough to shoot his crossbow, but not enough to actually aim it.  The bolt smashes into the wall by the door.

Garth is frozen with fear.

Talis finds strength in his fear and drops his polearm.  Pulling out his new (to him) glowing sword, he steps around Garth, easily avoiding the Flying Heads bite, and swings a fear enhanced blow, cutting the thing in half.  Panting heavily, "Man, that was freaky scary, wasn't it guys...guys."  The halves of the hideous head drop into the pool before vanishing in a manner similar to those before, evaporating into thin air.  Is this the Queen that the goblin spoke of?  Maybe, but probably not.

   You see a 15' diameter room with a shallow pool in the middle and another door on the other side.  Water ripples quietly in a circular stone pool lined with skulls here. Smears of blood mar the pool’s rim in places.  The water is fouled by the fluids of the monster.  The door opposite doesn't have a lock and Talis detects no traps.  It leads to a short hallway ending in another door.  That leads to stairs leading up, which like the stairs down, end in a collapse.  The 1000's of years have taken there toll on what must have been a more extensive Thassilonian complex.

   There is only 1 way that hasn't bee explored, so with a beating heart the group continues on.  Back through the pool and statue rooms and down the last unexplored tunnel.  The tunnel widens into what appears to have once been a small shrine, for to the northeast steps lead up to a platform of gray stone. Sitting atop the platform is an ancient altar, little more than a jagged block of black marble with a shallow concavity on top of it. This basin is filled with what appears to be filthy water.  There is a short hallway that lead to some ornate double doors.

http://www2.snapfish.com/slide...1694151/t_=161694151
Talis
Wed 8 Apr 2009
at 17:52
  • msg #234

Re: 1.3 the Glassworks and beyond

Talis will move to check out the doors.
DM
GM, 284 posts
Thu 9 Apr 2009
at 17:29
  • msg #235

Re: 1.3 the Glassworks and beyond

   This huge room looks like nothing more than an immense underground cathedral.  Stone doors stand to either side of the main entrance, but beyond this, the walls are carved with strange, spiky runes. In the center of the room is a large pool, a ring of polished human skulls balanced on stone spikes arranged in a circle around the deeper midsection. At the far end of the room, a pair of stone stairways leads up 10' to a pulpit on which sits a second pool, this one triangular and filled with glowing, churning and bubbling water that looks almost like translucent lava. This pool lights the far end of the room in a ghastly orange light.  Yet while wisps of what look like heat and steam rise from the strange orange liquid, the room itself is deathly cold.  The group is still looking around and don't notice the tiny female figure who suddenly appears, standing in front of the triangular pool.  She wears a tiny sword or small sized dagger and a jeweled tiara.  She shrieks in a harsh, raspy voice with a thick accent, “How dare you intrude upon the Mother’s sanctum, but our Sinspawn will prove your folly upon your life and you shall be sacrificed for our army.


Round surprise
Tiny Queen turns and runs her own wrist along the edge of her partially drawn sword/dagger, cutting herself.  She holds her cut wrist over the pool, allowing some of her blood to drip into it.  Then she yells, in an imperious manner, "Minions, attack".
everyone, give me a Sense Motive roll
[Private to Zer-wedula: recognize her as a quasit, a minor demon often used as familiars by evil wizards.  They can fly, turn invisible, assume the form of various animals and are poisonous.]
http://www2.snapfish.com/slide...1694151/t_=161694151

Goblin Zombie1 and 2 shuffle slowly forward from the shadows near the stairs and take positions near the bottom of the stairs.  Goblin Zombie1 on one and Goblin Zombie2 on the other.

Sinspawn emerges from the orange pool.  It is one of those hideous monsters that you have been fighting in this complex, but now you can give them a name.  Oddly, it does not appear to be dripping any of the orange slime/liquid/whatever.  As it emerges, the light from the pool dims noticeably.



Tactical Situation
Goblin Zombies are 25' from Garth/Talis, 30' from Zer-wedula and 35' from everyone else.
Tiny Queen and Sinspawn are 50', up some stairs.

http://www2.snapfish.com/slide...1694151/t_=161694151

                   dam      status
Tiny Queen       -  1
Goblin Zombie1 -
Goblin Zombie2 -
Sinspawn         -



Everyone post


<AND DON'T FORGET TO INCLUDE AC and HP(CURRENT/TOTAL)>

Talis
Thu 9 Apr 2009
at 18:05
  • msg #236

Re: 1.3 the Glassworks and beyond

Moves forward to engage the Goblin Zombie on the left, but the dim orange light confuses him and he misses.
Garth Oakenshield
player, 124 posts
Thu 9 Apr 2009
at 18:23
  • msg #237

Re: 1.3 the Glassworks and beyond

HP: 26/26 AC: 15

Garth snarls as he see the sinspawn emerge from the pool.  He yells as he charges the zombie on the right of the pool, his sword cleaving through the air as he attempts to land a heavy blow upon the undead thing!


Spoiler text: (Highlight or hover over the text to view)
13:22, Today: Garth Oakenshield rolled 9 using 1d10+6. Power-Attack Damage on Zombie.
13:20, Today: Garth Oakenshield rolled 11 using 1d20+6. Charge on Goblin Zombie.


Glum
player, 151 posts
The world's least dour
dwarf. Hence the name.
Thu 9 Apr 2009
at 23:46
  • msg #238

Re: 1.3 the Glassworks and beyond

HP22/22 AC14

Glum advanced into the room, seeking to engage the Sinspawn but his attempt to land a blow with the quarterstaff went wide.

00:42, Today: Glum rolled 5 using 1d20+1. Blow w Staff.
00:42, Today: Glum rolled 23 using 1d20+4. Sense Motive.

DM
GM, 286 posts
Fri 10 Apr 2009
at 05:37
  • msg #239

Re: 1.3 the Glassworks and beyond

Round 1
Talis moves forward and attacks, missing in the dim orange light.

Catessa Fallowfield & Garious moves to attack Garth's Goblin Zombie2.  She misses, but Garious manages a glancing blow.

Zer-wedula  moves forward, takes cover in the doorway and casts a shield spell.  "She's a Quasit" he calmly says.

Naomi Armastance moves and shoots, but misses.

Glum moves to engage, but takes his full movement to just get to the Goblin Zombie1 Talis is engaging,
[Private to Glum: The Quasit seems to have been surprised and worried by the sudden dimming of the pool's light.]

Garth charges into battle, swinging a wildly powerful blow and missing because of it.



Tiny Queen hisses when Naomi fires off her energy attack.  "What is this, another daughter of heaven", hissing with hatred.  Then she starts to cast a spell, a long and complicated one that she is still casting when your turn comes up next round.  You also notice her self inflicted wound has healed.

Goblin Zombie1 shuffles forward and slams Glum for 4 damage.

Goblin Zombie2 slowly swings at Cat, but she easily avoids it.

Sinspawn looks around and focuses on Garth.  It growls something and moves down the stairs, it misses.



Tactical Situation
Goblin Zombies (and a Sinspawn)are fighting Garth/Cat/ Garious  on 1 side and Talis/Glum on the other.
Tiny Queen is up some stairs and out of everyons move and attack range

http://www2.snapfish.com/slide...1694151/t_=161694151

                   dam      status
Tiny Queen       -
Goblin Zombie1 -
Goblin Zombie2 -   4
Sinspawn         -



Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Glum
player, 152 posts
The world's least dour
dwarf. Hence the name.
Fri 10 Apr 2009
at 10:13
  • msg #240

Re: 1.3 the Glassworks and beyond

HP18/22 AC14

Glum twirls his quarterstaff, first sending one end toward the place the Zombie's arm just left, but then following up to smash the other end of the staff into the zombie.

11:10, Today: Glum rolled 5 using 1d6. Damage Quarterstaff second blow.
11:09, Today: Glum rolled 15 using 1d20. Second Blow Quarterstaff.
11:09, Today: Glum rolled 6 using 1d20. First blow Quarterstaff.

Garth Oakenshield
player, 125 posts
Fri 10 Apr 2009
at 14:01
  • msg #241

Re: 1.3 the Glassworks and beyond

HP: 26/26 AC: 15

Garth hammers at the zombie before him using both sword and shield!


Spoiler text: (Highlight or hover over the text to view)
09:00, Today: Garth Oakenshield rolled 4 using 1d4+3. shield bash damage.
09:00, Today: Garth Oakenshield rolled 6 using 1d20-5. shield bash.
08:59, Today: Garth Oakenshield rolled 12 using 1d10+6. damage with sword .
08:53, Today: Garth Oakenshield rolled 15 using 1d20+4. Power attack with sword.


This message was last edited by the player at 03:29, Sat 11 Apr 2009.
DM
GM, 287 posts
Fri 10 Apr 2009
at 18:31
  • msg #242

Re: 1.3 the Glassworks and beyond

Round 2
Talis tumbles into a better position, dropping his polearm and drawing his sword.  Then he waits for Glum to move into a better position as well.

Catessa Fallowfield & Garious become a whirlwind of flashing spear and teeth as they attack the Sinspawn for 15 dam.

Zer-wedula pulls out his wand and sends an orb of electricity at the quasit, but misses the tiny form.

Naomi Armastance starts to concentrate to summon her bird friends.

Glum moves up the stairs to get some height, whackity, whack goes the staff.  It seems to hit, but has no apparent effect on the zombie.
[Private to Glum: Finally made his know(religion) roll, zombies need to be hacked apart by slashing weapons.  Other weapon types are less effective.]

Talis finds all that moving futile as he missed anyway.  Seeing how ineffectual the staff was, he will say "Glum, I'm better equipped to deal with this little blighter.  You go after the queen."

Garth bashes with his shield (missing) and slashes with his sword, hacking Goblin Zombie2 apart.

Tiny Queen completes her spell and a 15' long centipede appears out of thin air behind Naomi "Child of my Mother, kill this daughter of heaven as a sacrifice to our Mothers glory".  She casts another spell and is surrounded by a shimmering, magical field.

large centipede reaches out and does serious damage to Naomi, who seems slower, 12 damage and 2 dex dam poison.  This disrupts her concentration and her attempt is ruined as she screams in pain.

Goblin Zombie1 continues his assault on Glum and slams him for 3 damage.

Sinspawn focuses on Garious.  Thankfully missing with that hideous bite, but hitting with both claws for 7 dam.


Tactical Situation
Goblin Zombie is fighting Talis/Glum on 1 side.
ASinspawn is fighting Garth/Cat/Garious on the other.
There is a large evil looking centipede in the room attacking Naomi and threatening (ie: within reach of Zer-wedula and Talis).

http://www2.snapfish.com/slide...1694151/t_=161694151

                   dam      status
Tiny Queen       -
Goblin Zombie1 -
Goblin Zombie2 -   16   hacked apart
Sinspawn         -    15   rounds healed +1
large centipede -          duration 1 rnd


Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

This message was last edited by the GM at 15:03, Wed 15 Apr 2009.
Glum
player, 153 posts
The world's least dour
dwarf. Hence the name.
Tue 14 Apr 2009
at 22:03
  • msg #243

Re: 1.3 the Glassworks and beyond

HP18/22 AC14

Glum hopes he can end the fight quickly.  He rushes up the stairs and aims his staff at the tiny queen with a mighty, and sadly poorly aimed, blow.

23:00, Today: Glum rolled 4 using 1d20+1. Thump the queen.
Garth Oakenshield
player, 126 posts
Wed 15 Apr 2009
at 14:41
  • msg #244

Re: 1.3 the Glassworks and beyond

HP: 19  AC: 17

Garth attacks back at the fell creature with both sword and shield!


Spoiler text: (Highlight or hover over the text to view)
09:40, Today: Garth Oakenshield rolled 8 using 1d10+6. Sword damage with Power Attack.
09:40, Today: Garth Oakenshield rolled 3 using 1d20-5. Shield Bash.
09:40, Today: Garth Oakenshield rolled 19 using 1d20+4. PA Sword stroke to hit sinspawn.


DM
GM, 289 posts
Wed 15 Apr 2009
at 16:45
  • msg #245

Re: 1.3 the Glassworks and beyond

Round 3
Catessa Fallowfield 16/16 & Garious 13/20 says "you take this guy, I'll save Naomi." to Garth, then she rides over to the Centipede, circling to attract its attention.  But when the vermin looks at Cat, a word from the Tiny Queen in an evil sounding language makes it refocus on Naomi.  Hoping to put it down quickly, both attack, but both miss.
The centipede doesn't take an Aoo on Cat, saving it for later
[Private to Zer-wedula: Zer-wedula thinks the centipede is probably fiendish, thus has a rudimentary intelligence and speaks abysaal.]

Zer-wedula 12/12 takes a 5' step away from the centipede and sends an orb of electricity at it, hitting for 4 dam.  "This is definitely demonic."

Naomi Armastance 2/14 finds herself in a no-win situation.  The centipede is so big that if she tries to move, it will kill her.  If she doesn't move, it will kill her.  If she tries to shoot, it will kill her.  "I am NOT a sacrifice" and tries to concentrate on her shot.  She manages to get the shot off without opening herself to a counterattack, but the shot was where the centipede was and misses completely.  "ahh, man..."  She carefully moves back 5', hoping it won't hit her and she can escape next round.

Glum moves up the stairs to get to the Tiny Queen, but doesn't even come close.  She glances at his swing and looks away dismissively.

Talis swings and hits, "Got you blighter", doing severe(10) damage.  But it keeps on coming, so Talis moves out of range of the centipedes reach.

Garth bashes and slashes at the Sinspawn, doing 8 damage.  The thing goes down, but is not dead yet.

Tiny Queen smirks at Glum, "Follow me, if you can".  She starts walking out on an invisible beam to above the center of the lower pool.  Apparently, using her wings to keep her balance.  Getting to the end she jumps off into mid air and turning around, points at Glum and gives a "come along" gesture with her hand as she casts a spell.  Then, quite deliberately, turns her back to him.
Glum gets an Aoo on her as she moves away
Everyone needs to make a will save dc14 or suffer -1 to hit and a -1 to fear effects


large centipede reaches out after Naomi, but is distracted by Cat and Garious, missing.  Naomi breaths a sigh of relief.

Goblin Zombie1 swings at Glum as he moves away (Aoo), but is much to slow and misses.  He is equally slow in his swing at Talis, missing that as well.

Sinspawn lays there, rapidly healing it's wounds.  It may be down, but it is not dead yet.


Tactical Situation
Goblin Zombie is fighting Talis on 1 side.
A Sinspawn is healing next to Garth on the other.
There is a large evil looking centipede in the room attacking Naomi and threatening Cat/Garious
the Tiny Queen is hovering in mid-air over the pool

http://www2.snapfish.com/slide...1694151/t_=161694151

                   dam      status
Tiny Queen       -
Goblin Zombie1 -   10
Sinspawn         -    23   rounds healed +2, down but healing
large centipede -     4    duration 2 rnd


Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

This message was last edited by the GM at 15:49, Mon 20 Apr 2009.
Glum
player, 154 posts
The world's least dour
dwarf. Hence the name.
Wed 15 Apr 2009
at 16:53
  • msg #246

Re: 1.3 the Glassworks and beyond

17:49, Today: Glum rolled 13 using 1d20+1. Hit the queen with staff AoO.
17:49, Today: Glum rolled 1 using 1d6. Possible damage from AoO.
HP18/22 AC14


Glum watched the queen walk away on the invisible beam.  He considered attempting to follow but decided throwing a shuriken was more sensible, so that's what he did.  He missed.

17:50, Today: Glum rolled 7 using 1d20+3. Shuriken.
17:50, Today: Glum rolled 17 using 1d20+5. Will save DC14.

Garth Oakenshield
player, 130 posts
Mon 20 Apr 2009
at 15:08
  • msg #247

Re: 1.3 the Glassworks and beyond

HP: 19  AC: 17

Garth looks over to the diminutive form of the 'queen' and suddenly, with an ashen face, he is feels his limbs heavy with the effects of an unreasoning panic but looking upon his enemy who even now begins to heal, the big man swings again in an attempt to decapitate the fiend!


Spoiler text: (Highlight or hover over the text to view)
10:59, Today: Garth Oakenshield rolled 5 using 1d10+3. damage on sinspawn.
10:58, Today: Garth Oakenshield rolled 19 using 1d20+6. Non-Power Attack attack on Sinspawn.


This message was last edited by the player at 15:59, Mon 20 Apr 2009.
DM
GM, 296 posts
Mon 20 Apr 2009
at 18:09
  • msg #248

Re: 1.3 the Glassworks and beyond

Garth and Cat are at -1 to hit and -1 to saves vs fear for the rest of the combat(actually several minutes)

Round 4
Catessa Fallowfield 16/16 & Garious 13/20 attack the monstrous centipede.  Cat misses completely, and she is unable to make Garious attack the fiendish thing.

Zer-wedula 12/12 unwilling to use the last wand charge on this thing, gets out his loaded crossbow and puts a bolt in it's side for 7 dam.  It looks hurt but is still moving.

Naomi Armastance 2/14 steps 5' back, out of range of the centipede, and starts to concentrate again.

Glum throws a shuriken at the hovering Queen, which she doesn't even have to dodge.  She just laughs at his feeble throw.
Glum, you are very unlucky with those things.  You have to start hitting eventually, don't you?

Talis finally manages to hack the goblin zombie apart with his sword (7 dam).

Garth hacks the head off the Sinspawn and it starts to evaporate like before.  It was created from the pool, maybe that's why it evaporates when it dies?

Tiny Queen, still surrounded by a shimmering, magical field says "No, you shall not summon such divine things into my Mother's place.  No, no, NO!" as she flies down next to Naomi, staying just out of Garth's range.  There she casts a spell and reaches out and touches the gnome.  For a second, nothing seems to happen.  Then wounds begins to appear on Naomi's beautiful face and graceful little hands.  Ugly bleeding wounds that are quickly followed by a heartrending scream of pain which is mercifully short.  Naomi collapses in a pool of her own blood.  The Tiny Queen gives a self satisfied laugh, "Not nearly as fun as corruption, but not bad.  Ok, who's next."
It's hard to tell if Naomi is alive or dead.  If she is alive, she is at -8 or -9, a heart beat from death.

large centipede turns on Garious, but finds the dog too quick and agile to bite.


Tactical Situation
There is a large evil looking centipede in the room attacking Cat/Garious
the Tiny Queen is hovering next to Naomi's bleeding form

http://www2.snapfish.com/slide...1694151/t_=161694151

                   dam      status
Tiny Queen       -
large centipede -     11     duration 3 rnd


Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Glum
player, 158 posts
The world's least dour
dwarf. Hence the name.
Mon 20 Apr 2009
at 19:04
  • msg #249

Re: 1.3 the Glassworks and beyond

HP18/22 AC14

Glum looked down at the pool, trying to remember whatever he could about unholi shrines.  He considered how he could desicrate such a shrine.  Blood would not work, but perhaps he considered that urine would [ooc based on his know religion check] if he could think of any way to desicrate the shrine, he would do it and do it now.  If he knew no way, then he would instead hurl a shuriken at the nearest zombie in the hope of clearing a path to get to the queen.

19:59, Today: Glum rolled 1 using 1d2. Shuriken damage.
19:57, Today: Glum rolled 11 using 1d20+3. Shuriken.
19:56, Today: Glum rolled 20 using 1d20+3. Knowledge (Religion).

Garth Oakenshield
player, 131 posts
Wed 22 Apr 2009
at 00:02
  • msg #250

Re: 1.3 the Glassworks and beyond

HP: 19  AC: 16

Garth's sees it useless to wave his blade at the queen whilst she lies out of his reach and so casts down his blade and shield to take his bow from his shoulder and draw a feathered shaft to his cheek as he takes aim!
DM
GM, 297 posts
Wed 22 Apr 2009
at 00:47
  • msg #251

Re: 1.3 the Glassworks and beyond

Garth, Talis and Cat are at -1 to hit and -1 to saves vs fear for the rest of the combat(actually several minutes)

Round 5
Naomi Armastance ?/14 is still in the pool of blood....

Glum throws a shuriken at the hovering Queen, missing again.
To Glum; really nothing the group has comes to mind,
for an evil shrine
holy water
channeling positive energy (cleric/paladin)
holy symbols
various rituals(takes time and effort)


Talis takes a step toward the centipede, and hacks the thing apart with 1 blow.  Bug "juice"/guts spray everywhere, but he manages to avoid it.  "Back to the pit that spawned you."  Then, with a flick of his wrist he cleans his blade as his master taught him.

Catessa Fallowfield 16/16 & Garious 13/20 waits for the centipede to die before moving over to Naomi and touching the wand of healing (CLW) to her.  Cat cries out, "She's dead".

Zer-wedula 12/12 reloads his crossbow, and while he is doing that, Talis kills the centipede.  So Zer-wedula steps forward to get a target on the Tiny Queen and comes close enough that she has to actually move out of the way.

Garth anticipating the Tiny Queens fight, Garth pulls out his bow and lets fly and misses.  The Tiny Queen is fast as lightning, really small and has demonic toughness.  She is VERY tough to hit.

Tiny Queen, laughs hysterically as she flies back to her hovering position over the pool, 15' high. "Distressed for your friend little one.  You shall be joining her soon" as she heaves her dagger at Cat.  The dagger misses Cat, skips across the wall and starts flying back toward the Tiny Queen.
ac over 20



Tactical Situation
the Tiny Queen is hovering 15' high above the pool
Naomi is dead.


                   dam      status
Tiny Queen       -

Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

This message was last edited by the GM at 04:32, Wed 22 Apr 2009.
Glum
player, 160 posts
The world's least dour
dwarf. Hence the name.
Wed 22 Apr 2009
at 09:52
  • msg #252

Re: 1.3 the Glassworks and beyond

HP18/22 AC14
Round 1

Glum makes his 50foot rope into a lassoo, whirls it around his head in an attempt to snare the tiny queen but sadly trips over the rope and struggles to escape.

10:31, Today: Glum rolled 4 using 1d20+3. Lassoo.
10:31, Today: Glum rolled 19 using 1d20+2. Use rope.


Round 2

Glum struggles mightily to extricate himself from his pathetic attempt to lassoo the queen.

10:35, Today: Glum rolled 15 using 1d20+2. Escape artist (after that fumble).

Round 3

Climbing to his feet, Glum hurled a shuriken angrily in the general direction of the queen.  Once again, he missed.

10:35, Today: Glum rolled 6 using 1d20+3. Shuriken.

Round 4

Glum made another attempt to lassoo the queen, this time more successful in that he actually caught her arms at the side and attempted to reel her in.

10:35, Today: Glum rolled 17 using 1d20+3. Lassoo.

Round 5

Glum grappled the queen now, holding her so that Garth could land blows easily.

10:36, Today: Glum rolled 18 using 1d20+5. Grapple.

With the queen held securely, Glum was able to hit her with a flurry of nasty little blows close in.

10:37, Today: Glum rolled 6 using 1d6. Damage Blow 1.
10:36, Today: Glum rolled 2 using 1d20. Blow 2.
10:36, Today: Glum rolled 11 using 1d20. Blow 1 critical?.
10:36, Today: Glum rolled 20 using 1d20. Blow 1.

DM
GM, 300 posts
Fri 24 Apr 2009
at 23:16
  • msg #253

Re: 1.3 the Glassworks and beyond

Garth, Talis and Cat are at -1 to hit and -1 to saves vs fear for the rest of the combat(actually several minutes)

Round 6-15
   Glum starts pawing through his backpack for a rope.  Getting it out, he fashions it into a lasso and starts throwing it at the Tiny Queen, who is throwing the dagger at Cat.  The rest of the group is shooting at her but finding it practically impossible to hit.  The combination of her size and speed/dex makes her difficult to hit.  But add in her fiendish natural armor and the shield of faith spell she has up bumps her Ac into the "takes luck to hit" range.  Glum finds this out the hard way as his first try misses completely.  He almost gives up on it, but when his shuriken also misses, he goes back to the rope.
  Talis and Cat manage to get a couple of hits over the next 6 rounds, but any damage they do is healed before they get another hit or do no damage in the first place.  The quasit has fiendish resilience that takes special weapons to overcome.  During this time the Tiny Queen is just laughing her head off, in a horrible raspy voice, as she continues to hit Cat with scratch after scratch.  "If this is the power of heroes today, I should just have my General bring her armies down on that pathetic town above.  If you wish to surrender the town, I will be merciful and only torture half the town before I kill them.  hahaha...  You are pathetic, I didn't even need to summon a Sinspawn to deal with you" and she glances in Glums direction.  At this point Glum nearly catches her with his lasso, but his lack of weapon familiarity betrays him and he misses.
   After his 2nd hit does almost no damage, Talis says "This is no good, Glums right, use ropes to get her down."  Cat, who is hurting from the many dagger cuts uses the wand to cure most of her wounds before starting to dig out her rope and fix it into a lasso just after Talis does.  Zer-wedula 12/12 gets out a rope, but has trouble making a lasso.  Garth continues firing.  The Tiny Queen snorts with an angry laugh, and spends a round casting a spell.  As a fiendish scorpion appears beside Talis, She says "Clever,clever.  You seek the ties that bind to bring us closer together.  But I'm not feeling that close.  Now, go away."  As she casts another spell, for a brief second everyone feels an irrational fear of her, but everyone manages to overcome it.  Well almost everyone.  Zer-wedula 12/12 drops the rope he was still fumbling with, and runs screaming out the door.  The scorpion snaps and stings at Talis, but only manages to do 2 damage with a claw.  It almost latches on to him, but he shakes it off in time for Garth to rush over with his sword and smash it with 1 blow.  With the failure of her fear spell You guys got SOOO LUCKY on that one the Tiny Queen gets angry, and when her next spell, directed at Garth's sword, also fails, she is nearly incoherent with rage, yelling something in an unknown tongue.  Abyssal
   Perhaps it is this rage, or maybe his previous failures, that causes her to ignore Glum, who manages to neatly entangle her with his lasso on the 4th try.  She falls into the center pool near the edge.  Quick as lightning Talis drops his bow and rushes over to the edge of the pool and starts grabbing at the struggling  quasit, "Quick, everyone help me before she gets away."  While he manages to grab a wing, he underestimates her fiendish strength and she breaks free from his grasp.  Garious comes over, and at Cats urging, tries as well, but misses.  Cat continues to pull in her rope and ready it for use.  Garth rushes over, dropping his sword by the pool, and manages to grab, and hold on to, the struggling creature.  She hisses  "No, no, Mother will be disssspleassssed" while biting and scratching at Garth, but his mailed gloves defeat her attack, for now.

Tactical Situation
Is in Garth's grasp and still entangled with the rope

http://www2.snapfish.com/slide...1694151/t_=161694151

                   dam      status
Tiny Queen       -       entangled, grappled

Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

This message was last edited by the GM at 23:24, Fri 24 Apr 2009.
DM
GM, 303 posts
Wed 29 Apr 2009
at 14:46
  • msg #254

Re: 1.3 the Glassworks and beyond

   Garth pulls himself and the struggling quasit out of the pool, Talis (retrieves his sword) and Glum move into position.  Zer-wedula arrives back on the scene.  There is a moment of panic when, during this time, the Tiny Queen spits some foul substance into Garth's face.  Garth releases her as he starts retching violently.  Garious and Cat were ready, but when the dog tries to grab her, but she is too elusive and he misses.  "Freeeee, now you will pay for this affront to my Mother."  Talis moves over and waits to see if anyone can grab her, but when it becomes obvious no one can, he drops his sword and manages to snag her.  This time he is not surprised by her strength and holds on, even when she claws his hand and arm good (6 hp and 3 dex/posion damage).  Now Glum moves in and grabs 1 side while Talis manages to pin her.  "Garth, hit her, hit her now.  Use my sword, its magic."
   With Cat and Garious provide a distraction (aid another) so Gartth can hit easier and Garth starts hacking away.  The Tiny Queen tries turning invisible, which Zer-wedula was ready for and he covers her with a sack.  She tries to convince you she is the victim of a horrible enchantment(bluff), she tries bribery and finally she tries intimidation (which is difficult when you are so small and currently being held down), but together the group remains steadfast and Garth keeps hacking.  Finally, the doomed Queen just starts screaming profanities and struggling,  "You think you've won.  But my general will wipe your precious town off the map and offer their blood to our mother.  Mwahahha.".  Garth, with 1 last might blow, cleaves her in 2, covering everyone with blood and guts.  You wouldn't think there was that much blood in such a tiny body.
   As the group is cleaning up and grieving over Naomi, it seems Talis is having trouble with his coordination.  Then he says "I'm not feeling wel..." and slowly collapses.  Glum detects a heartbeat and after a hasty consultation it is determined he has been paralyzed by the quasits poison claws.  With 1 dead and 1 paralyzed the last 2 doors are opened onto empty rooms.  While there is more to take care of in this complex, with a heavy heart the group heads to the surface to seek help for Talis and bury Naomi.
   Back in own the word quickly spreads that Naomi is dead and people (particularly Varisians) gather to mourn.


Everyone has 3000xp and are 3rd level

This message was last edited by the GM at 19:02, Fri 01 May 2009.
DM
GM, 306 posts
Fri 1 May 2009
at 19:01
  • msg #255

<b> Afternoon, same day.</b>

  The day that started so promising, lies cold and dead on a table somewhere in the Cathedral as Naomi's body is prepared for burial.  Talis lies in a room being attended to.  Cat, Zer-wedula and Glum wait for word on his condition, while Garth has gone off somewhere muttering about black eyes.  Elsewhere, the town council is meeting.  Finally, Father Zantus comes out of the room where Talis lies.  "I think he will be ok.  The poison paralyzed him, but he is still breathing.  I have him awake and able to respond at 1d4 dex and, with a little divine assistance, should have him fit in a couple of days."  Later, while you are still talking to Talis and deciding what to do, Father Zantus returns.  "Odd, I can't seem to contact the spirit of your departed comrade to ask about burial.  You seem to be the closest thing to family, what would you like us to do?"

Cat is visited by Madame Mvashti, "One still below the cards say.  Left behind the small one was.  Rescue her soul, trapped by the Twisted Mother, hurry you must."  She gives you a crystal suspended in a liquid potion bottle, a scroll and instructions on how to use it.

Zer-wedula is visited by his wizard friends.  They want him to talk to the town council, who has decided to not allow any further access into the ancient complex.  They are going to seal it up and they are concerned that a valuable research opportunity is being lost.

Glum has consultations with several clerics and gets some holy water and such to perform a rudimentary consecration that should have some effect.  Further cleansing would require extensive time and effort (or a higher level cleric than is currently available in Sandpoint).  Time you don't have because the town is going to seal the complex in a couple of days, and further exploration has been forbidden.

Talis is visited by a still recovering Ameiko.  "I thought I told you to be careful", she says in mock exasperation.  "Well at least you are still alive" and tenderly touches his arm.  "I am going to seal off the tunnels for good, and the council agrees with me.  Maybe this will restore my families honor."
"There are things down there that still need taking care of and we both know it."
"But I can't have any more deaths on my conscience."
"It's like an old well, just put a lid on it and kids will keep falling down it.  Until you fill it in it will come back to haunt the town."
"I can arrange for the work to be delayed a couple of days, but that is all."
She gives him a peck on the cheek as she leaves.

Please give me a post of what you would say to Talis.
What you think is appropriate for Naomi's burial.
What you would say to the town council, for or against, sealing the complex for good.


More to follow, we are currently in a campaign reset mode.

This message was last edited by the GM at 19:16, Fri 01 May 2009.
Glum
player, 164 posts
The world's least dour
dwarf. Hence the name.
Fri 1 May 2009
at 20:14
  • msg #256

Re: <b> Afternoon, same day.</b>

Glum sighed, offering grapes to Talis and saying.  "You need to rest up.  We'll wait for you."

He offered a prayer at Naomi's funeral but otherwise let Father Zantus conduct the service as he saw fit.

To the council though, he was fiercer.  "This has been a place of great evil", he says, and it needs to be sanctified.  Beyond that, thetre are tunnels leading down to who knows there.  We need to know what's down there before we seal it.  Two days will not be long enough, especially with Talis so ill.  If we close it prematurely, we'll be opening the way to all sorts of horrors finding their way to the surface and perilously close to this place.  Better to know and guard, than to seal and forget."
DM
GM, 307 posts
Fri 1 May 2009
at 20:55
  • msg #257

Re: <b> Afternoon, same day.</b>

  The council is still debating whether to close the dungeon off or not, so the group sneaks into the complex the next day.   Ameiko has arranged for the guards to be people loyal to her, who let you through without comment.  Talis wanted to recruit a local wizard, but is vetoed by Ameiko.  She wants as few witnesses as possible.  You arrive at the altar and invoke the proper ritual, which causes the water to clear up.  You enact some rituals in the shrine as well, hopefully that will help, for awhile at least.
   Then, following Madame Mvashti's instructions, you perform a ritual.  The crystal begins to glow brighter and brighter until it is blinding.  Closing your eyes doesn't seem to help.  Suddenly, you a deep trumpet sound and the translucent figure of Naomi appears, overlaid on Cat's form.  Using Cat's voice she says "Thank you my friends, but there are 4 others who where also trapped here and denied an afterlife.  Will you help them as well?"  Upon the groups agreement, 4 more figures appear, overlaid on the others.  Then as the crystal vanishes the figures also vanish, but leave behind a fragment of who they were.

You are now gestalt characters, http://www.systemreferencedocu...nearthedGestalt.html
Choose just 2 classes and go up as both, the only multiclassing allowed is Prestige Classes.
You also get a +2 to a stat appropriate to the new class.


You are a bit disoriented at first, processing the new abilities and a few flashes of memory, but adapt quickly.  Then you do a intensive search of the rooms and destroy the zombies.  In the spherical room, the crackling lighting has snatches of words, in Thassilonian script, having to do with anger, wrath, and a need for revenge, but never anything close to a full thought.  Once you are through, you head back to town.  There are goblins planning an attack that need to be stopped and treasure that needs dividing



Treasure and details to follow

Still waiting for everyone to signal ready

DM
GM, 311 posts
Mon 4 May 2009
at 13:45
  • msg #258

Re: <b> next couple of days</b>

The next couple of days are spent training and getting used to the new abilities.  Talis takes Naomi's equipment and sells it for 3 times what it was worth.

miniature tiara worth 50 gp
miniature black silk gown worth 25 gp
obsidian unholy symbol of Lamashtu worth 10 gp
150gp from selling Naomi's stuff
bottle of wine(from current times)
The book is a magically preserved but still ancient prayer book dedicated to the worship of Lamashtu, the Mother of Monsters.  Written in Abyssal, the book reads as much like a bestiary of the world’s most horrific and cruel monsters (along with numerous woodcut illustrations of how they kill) as it does a religious text. The book is worth 100 gp.
Total=335

67gp each
Glum
ring of protection +1ac(deflection) from Naomi

Catessa Fallowfield
+1 returning dagger(small sized; 1d3+1/19-20) as the only small character

Zer-wedula
silver dagger
masterwork ranseur worth 400 gp
scroll of flaming sphere (CL 5th), written in Thassilonian
scroll of burning hands (CL 3rd), written in Thassilonian
Iron wand is a wand of shocking grasp (28 charges)

Talis
+1 longsword

Garth
masterwork handaxe
ancient, worn, broken chain shirt
This message was last edited by the GM at 15:48, Tue 05 May 2009.
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