The glowing herald conjured by Feres slashes its fiery scimitar at the fiendish spellcaster again. At the same time, Feres steps into the chamber and tosses a tanglefoot bag at the spellcaster.
Spiritual Ally: full-round action to make a full attack. I believe the Spiritual Ally is beyond the range of Bubba's Inspire Courage and doesn't qualify for Good Hope (and possibly not for Inspire either).
Spiritual Ally Attack #1: 1d20 + 11 ⇒ (20) + 11 = 31 (if the spellcaster is prone following Vug's force bomb, please add +4 to the attack to reflect the caster's -4 penalty to AC.) Force Damage: 1d10 + 3 ⇒ (2) + 3 = 5 Critical Hit Confirmation: 1d20 + 6 ⇒ (15) + 6 = 21 (if the spellcaster is prone following Vug's force bomb, please add +4 to the attack to reflect the caster's -4 penalty to AC.) Additional Critical Hit Force Damage: 1d10 + 3 ⇒ (8) + 3 = 11
Spiritual Ally Attack #2: 1d20 + 6 ⇒ (12) + 6 = 18 (if the spellcaster is prone following Vug's force bomb, please add +4 to the attack to reflect the caster's -4 penalty to AC.) Force Damage: 1d10 + 3 ⇒ (6) + 3 = 9
Feres: move action 25 ft to square R,29. Standard action to toss tanglefoot bag at the spellcaster.
Tanglefoot Bag Toss (ranged touch attack): 1d20 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15 (IC, good hope) to hit and entangle the spellcaster.
Results of Successful Tanglefoot Bag Hit:
On a successful hit, the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. A creature that is glued to the floor can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 ⇒ (3, 2) = 5 rounds, cracking apart and losing its effectiveness.
Party Buffs/Spells in Effect: Remove Fear - Everyone: +4 morale bonus to saves vs. fear effects; remaining duration 9/10 minutes. Shield of Faith - Feres only: +3 deflection bonus to AC; remaining duration 8/9 minutes. Protection from Evil - Valgrim and Vug: +2 deflection bonus to AC; +2 resistance bonus to saves; second save with +2 morale bonus vs. spells/effects that possess or excercise mental control; prevents bodily contact by evil summoned creatures; remaining duration 17/18 minutes. Spiritual Ally: Duration remaining 7/9 rounds.
Feres' AC: 21 Feres' HP: 65/72 Number of Channels used today: 2/7
The priest expires with a sigh, dead as a coffin nail. You all get 2560 xp for that.
He's carrying a lot of stuff:
Spoiler:
A potion of Cure serious wounds, a scroll of Restoration, scroll of Heal, a Brooch
of shielding (35 points), a wand of Inflict moderate wounds (32 charges), a +1 chainmail, +1 light fortification light wooden shield, a +1 unholy club, a Periapt of health, a jade holy symbol of Kyuss worth 100 gp and a ring of keys.
"And I wonder if these are the Apostolic Scrolls that Raknian obtained from the mind-flayer," Feres comments, looking at the glowing green scroll on the altar.
Male Dwarf Ranger 9/Barbarian 2 HP: 113/113; AC:26; F +12; R +13; W +8; Init: +3 (+7); Percep: +20 (+22)
Valgrim searches the room for any secret doors/etc. Any exit besides the double doors to the west?
Perception: 1d20 + 18 ⇒ (12) + 18 = 30...add +2 for stone
They are very likely the Apostolic Scrolls, and they seem to be locked in some kind of stasis. The green beam seems to be harmless enough and leads to a large portal of stone, covered with the obscene depiction of an orgy of dead, worm-ridden corpses blocks the passage. In the middle of the macabre mass, a carving of the horrible skull of Kyuss utters a silent scream of triumph.
There is also a perfectly normal door to the north, but no secret doors.
Feres eyes the green glow surrounding the scrolls with a look of consternation. "Vug? Vulcan? Bubba? Can any of you determine what kind of magical effect is surrounding these scrolls?" he asks.
"What was it that Eligos said about these scrolls? Something about them containing rituals to allow a giant undead worm creature to consume living beings and spew them out as undead creatures at a tremendous rate..." Feres' voice trails off as his gaze follows the beam of green light to the large stone portal.
Male Dwarf Ranger 9/Barbarian 2 HP: 113/113; AC:26; F +12; R +13; W +8; Init: +3 (+7); Percep: +20 (+22)
Valgrim picks up his handaxe and the cleric's treasures and puts them in the bag of holding for later. "So, I guess we're following the green beam west then?" Valgrim will take the lead, as usual, as he examines the doors for traps and other dangers. If clear, we head west.
Perception: 1d20 + 18 ⇒ (16) + 18 = 34...add +2 for stone
Since it it a unique effect, it's hard to tell exactly how it works, but it seems to generate some kind of containment field, and it also seems to be susceptible to positive energy.
Male Dwarf Ranger 9/Barbarian 2 HP: 113/113; AC:26; F +12; R +13; W +8; Init: +3 (+7); Percep: +20 (+22)
If Friar is not around, we can always go north and ignore the door for now.
Valgrim in the lead through the north door.
Perception: 1d20 + 18 ⇒ (4) + 18 = 22...add +2 for stone[/dice]
Let's see what's through the door to the north before we tackle the beam of green-glowing-probably-nasty-death. The scrolls evidently aren't going anywhere...
Behind the door is a short passage and another door (also not trapped). Behind that is a luxuriously furnished room. A central pillar of green marble carved in
the likeness of a segmented worm supports the ceiling of this square room. The room is dimly lit by a single incense burner that sheds
a sweet, fruity aroma. The room is lined with woolen tapestries depicting coiling green worms, and contains a bed, an armchair, and
a cupboard. Near the bed is a small nightstand and an ornate, elongated trunk.
In the armchair sits a dead girl who matches the description of Ekaym¨'s sister, idly sipping a cup of wine. She looks listlessly at you as you enter.
The trunk is magic, both necromancy and abjuration. It's both a fascinating and disgusting object. Made of darkwood and bound with steel, the trunk measures 36x18x18 inches. A steel plaque representing a screaming skull infested by worms, the unholy symbol of Kyuss, is nailed to the lid. The side panels are painted in tones of black and green with a cycle of apocalyptic images that runs around the trunk like a frieze. The images are divided into two horizontal strips, underground and aboveground, by a cutaway of the earth’s crust. Underground, the horrible figure of a man made of worms lies imprisoned in a huge stone monolith. The figure has been represented in perspective on all the trunk’s four sides. Huge green worms writhe in the surrounding caverns and break through the cavern’s crust to invade the aboveground part of the paintings, where a sickly green light illuminates a blasted landscape. There, the writhing worms tower over a population of monstrous undead and naked, terrified victims.
There are no secret doors. The door across the room to the left is the only visible exit.
Male Dwarf Ranger 9/Barbarian 2 HP: 113/113; AC:26; F +12; R +13; W +8; Init: +3 (+7); Percep: +20 (+22)
His curiosity piqued by the ornate description of the trunk, Valgrim carefully studies its shape, trying to determine if it is trapped or if something is out of place in its texture. He will try to determine this without touching the scary object: Perception: 1d20 + 18 ⇒ (14) + 18 = 32
Feres slowly and warily approaches the animated corpse of Ekaym's sister.
Assuming the zombie(?) doesn't react..."I am so sorry this was done to you. May the Dawnflower protect you and guide you to eternal peace," Feres says sadly as he intones a prayer to his Goddess and reaches out a hand to channel a burst of divine energy into the undead creature.
Burn Silence spell to spontaneously cast Cure Moderate Wounds on the corpse of Ekaym's sister. Positive Energy Damage: 2d8 + 10 ⇒ (1, 5) + 10 = 16; Will DC 17 for half damage.
The chest is locked, so the Unseen Servant won't be able to get it open. The zombie stirs as Feres approaches, but before it has the chance to strike him he touches it and it collapses like a puppet that has had its strings cut.
Vug whips up a formula that produces another mite.
"Stand back everyone," she advises as she moves as far away from the chest as possible. Then she insta-grows a mite from protoplasm and orders it to try to mess around with the chest (open it, break the lock, etc.).
As the mite touches the chest, it recoils with a scream. A fat green worm bursts out of its hand and drops to the floor and turns to goo. The mite gives you a dirty look as it awaits new orders.
The Unseen servant indeed gets the chest open. The trunk contains a bag of 300 gp, four deep green spinels worth 100 g each, three aquamarines worth 500 gp each, a potion, a scroll of death ward, two scrolls of ethereal jaunt, three pinches of magical dust, seven blocks of exotic incense worth 200 gp each, two blocks of magic incense, a wand, and a magic spoon. Lastly, three vials filled with some sort of magic liquid each contain a Kyuss worm.
"The Scrolls are supposedly tied to giant undead worm creatures that can consume living beings and spew them out as undead creatures," Feres reminds his companions. "I think we need to go back to the Scrolls and see where that beam of green light is going..."
Can we ID the magic items from the chest before we leave this room? They might come in handy.