Gregory of Samsbridge |
Gregory will move into the corner of the room. He will have a readied action: If the enemies are more than one, and if Gregory can get at least three in a fifteen-foot cone, then he will cast color spray against them.
DC will save = 15 for color spray
Awen |
"Is this another trick??? Come on.. If its not, I want a wall and some options between us and them!Awen asks no one in particular. He then does his best to open the hidden door to give himself someplace to run in case its not a trick
Perception: 1d20 + 11 ⇒ (15) + 11 = 26 Quick glance for traps or whatever may be on the other side. Awen seriously wants a chokepoint between him and any "hordes" that may be incoming. And as an aside.. I forgot.. as a Tiefling, I have spell resist 25%, and resist fire 5. Do any of these matter on that fireball, or do I just get a lesson about not forgetting racial bonuses lol?
GM Baerlie |
Awen opens the hidden door behind the tapestries. Behind the door is a small hidden passage and in this room sits a single man preparing for a fight. In his fire red robes he looks like a sorcerer.
The noise behind the other hidden door stops.
Ini Arthrax: 1d20 + 1 ⇒ (12) + 1 = 13
Ini Awen: 1d20 + 3 ⇒ (13) + 3 = 16
Ini Gregory: 1d20 + 3 ⇒ (19) + 3 = 22
Ini Lone: 1d20 + 0 ⇒ (18) + 0 = 18
Ini Winella: 1d20 + 8 ⇒ (17) + 8 = 25
Ini Gali Sinquil: 1d20 + 2 ⇒ (15) + 2 = 17
Round 1
Winella
Gregory
Lone
Gali
Awen
Arthrax
GM Baerlie |
According to the scenario a Sense Motive check would be appropriate. Here I already rolled the Bluff (28). You did not open the secret door to the east so you don't know how big the room behind that door is ;)
Gregory casts sleep on the sorcerer and the man falls asleep.
Will: 1d20 + 3 ⇒ (5) + 3 = 8
Round 1
Winella
Gregory
Lone
Gali sleeping
Awen
Arthrax
Awen |
Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Awen looks around the room before moving in to tie up the sorcerer. He also shoves a gag into his mouth, then searches the man thoroughly and carefully
"Let's get him secure before the soldiers crash the party!"
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Arthrax Bellringer |
Once the man is secure, Arthrax takes up a position by the door behind the throne. When everyone seems ready, he motions to Lone to open the door. If the cleric doesn't, Arthrax will do so himself, axe leading as always.
Awen |
Spell craft: 1d20 + 5 ⇒ (3) + 5 = 8
Awen just shrugs at the scrolls and potions. "I have no idea what these are.. anybody else?"
-Posted with Wayfinder
Gregory of Samsbridge |
"Here, I'll look them over."
spellcraft on potions: 1d20 + 5 ⇒ (18) + 5 = 23
spellcraft on scroll 1: 1d20 + 5 ⇒ (15) + 5 = 20
spellcraft on scroll 2: 1d20 + 5 ⇒ (5) + 5 = 10
spellcraft on token: 1d20 + 5 ⇒ (16) + 5 = 21
"Well, these are potions of cure light wounds."
"Well, this is a scroll of flaming sphere. If you don't mind I'll hold onto that."
"And, this is a feather token to form of a whip."
"I can't quite make out what this second scroll is. Perhaps we can check tomorrow."
Awen |
"Well, this leaves us with a question.. do we go up or do we try the other secret door?"
GM Baerlie |
The secret door opens onto a covered bridge forty feet across. The entire structure appears to be carved from a single red stone, but the centuries-long burial in sand has levied its toll. Long cracks line the walls and ceiling, and twenty feet along the bridge a seven-foot gash splits the floor in two, through which the dark orange stone of the valley below is visible. Spaced every ten feet on the walls are a series of massive carved heads: a pair of screaming fire elementals, a pair of humans clad in armor, and a pair of bull-headed men, each flanked by massive torches. The arch’s far end is carved into the shape of a massive leering face, with golden double doors in place of its mouth.
The carved faces are actually stylized windows. The numerous openings to the outside make this chamber relatively cool compared to the rest of the Citadel.
I would say you spent more than one hour in the citadel already, please do a fortitude save against the heat. DC 15, -4 penalty if you are wearing heavy armor.
1d20 + 13 ⇒ (14) + 13 = 27
Arthrax Bellringer |
Fort: 1d20 + 5 ⇒ (12) + 5 = 17 With banded mail that's going to be a fail.
Sweating profusely beneath his heavy armor, Arthrax grumbles as he goes forward, his mood deteriorating by the minute. The sooner they were out of this hell-hole the better. He looks around to make sure the bridge seems somewhat sturdy.
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Awen |
Fort save vs Heat: 1d20 + 4 + 5 ⇒ (5) + 4 + 5 = 14
+5 for Tiefling elemental resistance
Ouch.. almost missed that..
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Awen peers up the tunnel, not sure if it is safe with all of the cracks. "Maybe we can send one person at a time across and string a rope up. The floor doesn't look too safe."
GM Baerlie |
NL Damage (Heat) Arthrax: 1d4 ⇒ 2
NL Damage (Heat) Lone: 1d4 ⇒ 3
It's not a problem to head back. A set of graceful spiral stairs, constructed of black marble veined with scarlet, wind upward. The bonfire in the entry hall sends waves of intense heat flowing upwards, along with thick black smoke. Directly above the flame, at the level of the chamber’s ceiling, is a wide capstone concealing the interior of the hall’s large minaret. The stairs wrap around the capstone and end in a small landing adjacent to an egg-shaped enclosure suspended inside the minaret. The chamber’s exterior walls are wreathed in smoke flowing in wide ribbons toward the minaret’s peak. A squat stone door leads inside.
Awen |
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Awen peers around through the smoke trying to find anything dangerus or odd.
Arthrax Bellringer |
Arthrax follows the ranger upwards, trusting the other man's keen eyes to find any trouble. If given the all clear, the burly warrior will attempt to open the portal and press inside, attempting to escape the oppressive heat.
Winella |
Winella follows the brave men up the stairs knowing they will stand between her and danger should it come to that.
I bought warm weather clothes do those apply for my next heat save assuming there will be one or is it just normal heat like a desert?
GM Baerlie |
Sorry, everything I did last weak was work, eat and sleep. Husband was sick and I worked from early morning until late. Should not happen any more soon.
The door is not locked and Awen can't see any traps installed. Arthrax opens the door and suddenly a big fireball comes out of the room.
burning hands trap Fire damage: 2d4 ⇒ (4, 2) = 6 DC11 Reflex for half
This chamber is a ceremonial heat trap, or dry sauna, holy to Qadira’s Moloch cultists, whose priests used it as a test of their dedication and fortitude as well as for other rituals. The bonfire below heats the floor, which is cleverly designed to radiate its heat throughout the chamber. As such, the sauna is nearly 120 degrees.
The sauna itself is dark and bare of any furnishings, although the walls are decorated with a large mural of the Qadiran desert and a second large mural that’s a perfect copy of the battle tapestry of the one in the reception chamber. Arcane sigils decorate the ceiling. Blood stains the floor, and any liquid spilled on it boils in a small gout of flame.
Severe heat in this room, normal heat like in a desert on the other rooms, with a hot weather outfit you get a +2 on fortitude saves against heat
Awen |
Linguistics: 1d20 + 5 ⇒ (20) + 5 = 25
"So THIS is how they make the sandstorms!"Awen says, explaining the glyphs to the party.
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Reflex: 1d20 + 8 ⇒ (17) + 8 = 25
The three gets eaten by my 5dr fire, so I dont think I take any damage..If I am wrong, let me know.
GM Baerlie |
You went up the spiral staircase in the entrance room. It is a very small room, just enough space for all of you. Only Arthrax is affected by the fire trap, the others were around the corner. I added the map, scroll down and you will see it :)
And please tell me how long you want to spend in this room.
Awen |
"It doesnt look like there is much up here other than the murals. The Venture Captain will be interested in this knowledge, but I dont think that there is anything much up here for us. Lets go back down and across the bridge."
GM Baerlie |
After searching the room and taking notes about the ritual and summoning of sand storms you head down the stairs back to the entrance and through the rooms to the secret door behind the throne.
The secret door opens onto a covered bridge forty feet across. The entire structure appears to be carved from a single red stone, but the centuries-long burial in sand has levied its toll. Long cracks line the walls and ceiling, and twenty feet along the bridge a seven-foot gash splits the floor in two, through which the dark orange stone of the valley below is visible. Spaced every ten feet on the walls are a series of massive carved heads: a pair of screaming fire elementals, a pair of humans clad in armor, and a pair of bull-headed men, each flanked by massive torches. The arch’s far end is carved into the shape of a massive leering face, with golden double doors in place of its mouth.
This bridge links the Ember Halls with the inner sanctum of Moloch’s cult, the Inferno Heart. The carved faces are actually stylized windows. The numerous openings to the outside make this chamber relatively cool compared to the rest of the Citadel and provide bright illumination.
On the other side of the bridge you see a small creature hovering in front of the golden door.