As the others return, they find Rutter closely examining part of the southern wall. He starts scraping away moss with a dagger as the others share what they found in the other wing. "I'm still listening."
When they finish, Rutter summarizes:
"So there's two paths in the other room? Then this stairway here that we know one of them blue guys escaped through, and it looks like a secret door in the wall over here... personally, I think the secret door is the most suspicious."
Rutter is checking the secret door for traps and trying to open it as they talk.
Perception (traps) 1d20 + 9 ⇒ (20) + 9 = 29
Disable device (traps) 1d20 + 11 ⇒ (11) + 11 = 22
Copper finds nothing of interest in the room with the tables. It looks fairly utilitarian, and seeing the stirges on the body it is easy to tell what the room is most likely used for. Bloody tables and pet stirges, somebody must want their dead to be blood free. As he turns to leave he notices that the moss on the north wall is also slightly disturbed.
The door Rutter found opens easily enough, rather quietly too, as if all the moss and growth work to lubricate the whole thing. As everyone waits with anticipation, the door reveals nothing further than a short dark passage, about twenty feet long to a dead end. It is just big enough for Felgar and the halflings to walk down comfortably.
Was the moss on the wall in the other room similiar to the one that hid the doorway?
Copper picks another stone from his pouch, casts Light on it, and tosses it into the short hallway. "What kind of purpose would this serve? Maybe place to hide in the event of an attack. I supp...I think there was some moss on one of the walls in the other room. Let's check that before we explore any more. If there is a door behind that patch of moss, our little friend with the stirges might be hiding in it."
Assuming no one protests the idea, Copper immediately leads the group back into the other room where he had seen the moss. His crossbow is leveled at the door, ready to fire.
Are you guys opening the door, or waiting for Rutter to look it over. Copper, your Mage Armor is for 3 hrs, you guys have barely scratched that. The door has moss missing just around the edges just the same as the other door.
I wasnt just making sure you remembered it, lol. You said 'staring into darkness', and I wasnt sure if you meant general darkness (like we couldnt see through) or darkness for you as well, cause you had forgotten it. :P
Rutter took a quick search around the secret deadend. Perception: 1d20 + 8 ⇒ (19) + 8 = 27 Presuming he finds nothing... He then followed the others to the other room and searched the secret door there for traps. Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Rutter's suspicions are confirmed when he finds the outline of another door at the end of the short passage. Why else would someone build a short hallway to nowhere, and then hide it?
Moving to catch up with the others and inform them of the second discovery, he arrives in time to give the door Copper found a quick once over. There is nothing dangerous looking about it, and as it is opened a short hallway is seen beyond going about twelve feet to a 'T' intersection.
I've never liked the pointless dead-end/secret door to a dead-end thing. It screams, there's something important here, why else was it hidden/here with no purpose. Just my 2cp.
The door, like the others, glides easily open after found to be free of any dangers. As soon as the portal is opened and odor wafts up the small corridor, that can only be described a death warmed over. The cause of the stench is readily apparent as the view of the room comes into focus.
The majority of this room contains a nasty-looking stretch of mud - a partially collapsed sinkhole - kept damp by rivulets of water seeping from the walls. A patch of solid ground extends into the mud to form an island, on which is heaped a reeking pile of body parts. To the north, a rickety wheelbarrow sits on its side against the wall.
To the south is heard the clinging slurp of something moving in the mud, and a sick crunch of what could be deduced as the chewing of meat and bone. The noise originates from a large lump moving in the offal, as it moves it appears to resemble a huge ball of wet dung, dominated by a large maw filled with nasty looking teeth. It stands on three fat stumps of legs, and the top is decorated by three long tentalces. Two of them bear spiky protuberances, and the third looks to have, what appear to be three eyeballs.
Its color and appearance could have let it stay in its filth pit unseen, that is, if it hadn't stood at the opening of the door, and spoke. "WAAAAHHRRMM FOOOODD!", it gurgles out in a deep voice, and tinged with excitement. It begins to lumber your direction, sloggin out of the mud, tentacles waving.
Neva moves forward to offer her Goddesses protection to Rutter, as Rex moves ahead to stand as a barrier between the thing and the halfling.
The large filthy lump slogs out of his goop onto the edge of the small island. His large tongue slides across his mouth as the two spiky tentacles writhe graspingly in the party's direction. The eidolon easily avoids the awkwardly waving limbs, though, as they slap ineffectively in the vicinity of the doorway.
The smell nearly knocks Rutter over. As such, it takes him a moment to make out the source of the war cry. His long look, does, however, give him a chance to consider everything the room, and he comes to the conclusion that nothing in there appears worth the effort of facing the filthy, hungry creature that wallows there.
"Eff this! Back out!" he calls to his mates behind him. To the dragon pushing past him, he calls, "Oi! Don't be a hero, ain't nothing in here worth it!"
Rutter delays, making sure everyone heads back out the way we came. He'll take his actions after Rex.
Felgar moves into the chamber to face off against the creature, but errs in his judgement as the thing casually grasps the dwarf with one of its nearby tentacles. The rubbery limb wraps around Felgar and begins to squeeze him, lightly at first just to maintain its grip. Felgar's movement is no longer his own doing, as he gets slid closer to the awaiting maw of the thing.
Attack of Opportunity for leaving K8 1d20 + 3 ⇒ (20) + 3 = 23, hit.
Confirm Crit, 1d20 + 3 ⇒ (2) + 3 = 5, no crit.
Grab ability (CMB to grapple as a free)1d20 + 13 ⇒ (17) + 13 = 30, grappled
Tentacle damage, 1d6 + 2 ⇒ (5) + 2 = 7
Constrict damage, 1d6 + 2 ⇒ (1) + 2 = 3
You are moved to a space adjacent, and it interrupted your move, so you still have a Standard (as you were unable to complete your previous actions).
Understandable, I forget my mission a lot at the table, and end up stopping halfway through to look at my notes and ask "Wait, why are we here again?". I figured at the pace we had that it wouldn't hurt to offer a refresher.
Rutter rolls his eyes as he hears the spellcaster chide him. Big words from someone at the back of the line. As the dwarf rushes past him and gets picked up by the thing, Rutter feels compelled to say 'I told you so.' "There's other corners we could've checked first! And I don't think this is the nekkermancer we're looking for!"
@Aardvark: Ok, so my incorrect damage roll is not necessary because I was snatched? If so, I will break the grapple, otherwise below is the damage roll. I would think that I would have gotten the attack off (a held action) before he could grab me? Is it a strength check or CMB roll to break grapple?
Undelaying: Round 1, 18/18hp, Mage Armor, 3 Con damage
Seeing Felgar and Rutter begin to move forward, Copper takes a chance to move in to try to get a look at the thing they are fighting. His eyes go wide with surprise at the monster. Leveling his crossbow at it, he pulls the trigger and hopes for the best.
Neva squeezed down the hallway behind Rutter and Rex and tried to bring her crossbow to bear on the massive beast. Oh, Felgar, what have you done.
ooc and rolls:
Depending on where Copper ends up, Neva will move to K9 or J7 and take her best shot.
Crossbow shot: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm crit: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Don't know the AC given cover, grapple, etc, so just in case
Damage 2: 1d8 + 1 ⇒ (4) + 1 = 5
The arrow sank into the stinking creature's flesh with a wet thunk.