Culsar Rankil |
The eidolon takes a 5' step and attacks!
Attack: 1d20 + 4 ⇒ (19) + 4 = 23 for Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Attack: 1d20 + 4 ⇒ (8) + 4 = 12 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 4 ⇒ (20) + 4 = 24 for Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Confirm?: 1d20 + 4 ⇒ (1) + 4 = 5 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Culsar then steps up and tries his luck as well.
Attack: 1d20 + 1 ⇒ (3) + 1 = 4 for Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Skip Flaxseed |
Skip only used one spell and has plenty of scrolls to stab with, as long as the monsters take piercing damage (scrolls counts as short swords for some reason; you'd think they would do slashing aka papercut of death).
Skip lowers his scrolls to his side and takes a breath. "That was nasty. We all need to be sure to pick up some more alchemist's fires and similar things. I'm out of blasting scrolls."
Kryspi Kremm |
"Oh! I'm so sorry. I didn't have anything for those bugs. I don't even carry torches because..." Kryspi casts light on her morningstar. "Let me get you patched up."
Cade
CLW: 1d8 + 2 ⇒ (6) + 2 = 8
CLW: 1d8 + 2 ⇒ (5) + 2 = 7
Eidolon
CLW: 1d8 + 2 ⇒ (6) + 2 = 8
Who else?
Thomas Linseed |
"I'm fine." states Thomas. "We should investigate the bodies where the swarm came from before moving on."
Thomas will take Midnight Lord and investigate the room with the bodies and the bodies themselves.
Take 20 for a 28.
Culsar Rankil |
Culsar needs to be patched up. Assuming that's the wand,
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5 Close enough.
Yeah, if we see more, run!
Thomas Linseed |
Thomas will drag the armor and weapons back to the entrance as it is all too big for any of the halflings. Once he gets it piled up, he will scan it for magic. If it is magical, he will tell Skip to see if he can determine the properties.
Once he is done with that Thomas will lead the Halfling Brigade to the left door of Room 2. "Let us make sure nothing is going to come up from behind us and search the last door to the west from the starting area."
Thomas Linseed |
Thomas boldly strides through the western door.
DM Rah |
Through the western doors...
A strange statue of a half-snake, half-human creature stands in a wide alcove to the south of two large stone doors. Comprising the lower body of a coiling serpent and the upper torso of a human woman, the statue has six wings and a disk containing a seven-pointed star in place of its head. Its crossed arms hold a quill and whip, and the entire statue is covered in verdigris. The faint outline of strange runes can be made out beneath the patina coating the statue.
Map Updated
Culsar Rankil |
Culsar looks at the statue after stepping closer. I assume she was a good deity and all that. Never heard of her though.
After looking at the statue, Culsar waits for Thomas to boldly stride to one of the west doors and then follows him.
Thomas Linseed |
Kn.(R): 1d20 + 6 ⇒ (19) + 6 = 25
"Good for some people..." Thomas says as he scans the room for magical auras. If he doesn't detect any, he will boldly stride (TM) through the western doors.
DM Rah |
Thomas discovers a weak magical aura upon the statue, and a moderate magical aura upon te feather that the statue holds.
Skip Flaxseed |
Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26
Skip casts a cantrip and studies the statue. "There's some beneficial magic, but what it is exactly is beyond me."
Bah! Wand of Identify is the next wand on my list to pick up.
Thomas Linseed |
Thomas will take the feather from the grasp of the statue, likely touching it in the process.
DM Rah |
1d6 ⇒ 1
As Thomas retrieves the feather the statue glows for a second, then a burst of bright light explodes from it.
Thomas - make a DC 10 Fort save or be dazzled for 1 minute. A dazzled creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.
Thomas Linseed |
1d20 ⇒ 17
Thomas shields his eyes and blinks a couple times. "Eh... not bad. Not exactly beneficial..." He tosses the feather to Skip.
"Through the doors!"
Culsar Rankil |
Oh really? I was gonna touch it but if that's all that happens... maybe not.
Culsar Rankil |
Try the door on the left before we worry about all them other ones.
Thomas Linseed |
"Roger that Culsar." Thomas moves up and turns the handle to nudge the door open before drawing his short sword and kicking the door inward.
Culsar Rankil |
It's stuck? Need help? Culsar will ask the eidolon to help Thomas if needed.
Strength: 1d20 + 2 ⇒ (12) + 2 = 14
DM Rah |
Cade and Culsar's eidolon eventually bust through the door.
In the chamber beyond you find biers of solid gold encrusted with glittering gems lay against the walls. Golden candelabras stand nearby, empty of candles, and the walls depict a glorious afterlife filled with riches and luxury, painted in bright pigments and gold leaf. You also encounter two tengus with shortswords, waiting in ambush on either side of the door. Upon seeing Culsar's eidolon, they both give startled squaks.
"Skwaaaa!" Once screeches.
"Another demon! They're comin to get us!" Screeches the other.
INITIATIVE
Skip: 1d20 + 2 ⇒ (16) + 2 = 18
Thomas: 1d20 + 4 ⇒ (16) + 4 = 20
Culsar: 1d20 + 5 ⇒ (10) + 5 = 15
Kryspi: 1d20 + 3 ⇒ (4) + 3 = 7
Cade: 1d20 + 3 ⇒ (15) + 3 = 18
Tengus: 1d20 + 3 ⇒ (14) + 3 = 17
INITIATIVE
Thomas ⇒UP
Cade ⇒UP
Skip ⇒UP
Tengus
Culsar
Kryspi
Skip Flaxseed |
Skips taps Cade and augments his strength.
+2 enhancement to Str for 1 round. Not sure if you'll need it.
He then pulls out his wand of magic missile.
Thomas Linseed |
Thomas quickly moves into the room with the Tengus with Midnight Lord at his side. "We are not here to harm you and we are not demons, merely halflings from the nearby town."
Provoke from each of the Tengus if they have Combat Reflexes.
Thomas tries to reassure them that they aren't in danger unless they attack us.
Diplomacy: 1d20 + 0 ⇒ (17) + 0 = 17
Thomas Linseed |
"Halflings are tricky, but this is not one. We were sent by the town to investigate the Ossuary and clear the evil. Already dealt with two shadow beasts." Thomas informs the tengu.
"I am Thomas of the Linseed clan. Who are you? "
-Posted with Wayfinder
DM Rah |
"We're uh..." One tengu looks to the other, who shrugs and says, "We're thieves. I'm Izzek, he's Skezza. We dug our way in here, figured it'd be empty and easy pickins. We checked a few chambers, then opened a door and this... thing... came at us. Never seen anything like it before. It killed Fisk, another member of our group, and chased after us. We ran into here and barred the door. It tried to break through for a while, but eventually went away. So when you busted in we thought it was the monster again."
Skezza jumps back in, "Look, we didn't take nothin, and if you've gotten this far then maybe the way is clear now for us to leave?"
Culsar Rankil |
Tell us more about this 'thing'. What did it look like? Was it big?
Thomas Linseed |
Sense Motive: 1d20 + 8 ⇒ (11) + 8 = 19
"We are locked in and the door is not to be opened until we have finished the task for which we were hired. Please let us search your persons for any possible Pharasman relics that you may have stolen. You are admitted thieves." Thomas states plainly.
"Once we have determined that you have no such items or have taken them from your person, then we shall let you leave via the tunnel you used to get here as we will not open the front door." Thomas concludes.
DM Rah |
Neither tengu carries anything looted from the catacombs. They attempted to take some of the gold and jewels in the chamber they were held up in, but their efforts revealed that the gilding is only a thin layer of precious metal and semi-precious stones. If the walls were scrapped clean (a process that would take hours), you might pull off a hundred gold in raw materials.
As they are searched, Skezza tries to describe the creature. "Well, I thought it was a woman at first, but only half of it was shaped that way. Its legs were backwards, like a dog's Its arms were too long, and it had talons instead of hands. And its face..." He trails off in horror.
"Red eyes!" Izzek interjects. "And a jaw that looked broken or cleaved in half. All sharp teeth, and a snakelike tongue."
The creature described sounds like a type of sinspawn - mockeries of flesh created from raw soul-stuff by the runelords as shock troops for use in their endless battles. This particular sinspawn seems to be a lustspawn, crafted from the souls of lustful individuals to serve the runelord of lust.
A sinspawn's bite can overwhelm a victim with thoughts of lust.
Sinspawn's are resistant to magic and immune to mind-affecting magics.
In response to the way out being sealed, the tengu repeat that they didn't use the entrance, getting in by way of a tunnel they dug. A quick check down the western hallway reveals their story to be true, and both ask to be allowed to leave.
Skip Flaxseed |
Knowledge (dungeoneering): 1d20 + 7 ⇒ (14) + 7 = 21
"Sounds like sins pawn to me," Skip interjects. "Shock troops created by the runelords. There are sins pawn associated with each sin but it sounds like we're dealing with lustspawn here."
DM Rah |
"It weren't much bigger then a normal humanoid, but it was vicious. We first saw it up the hallway across from this chamber. Second door on the left."
As you lead them to their tunnel, Izzek asks one more thing. "You don't owe us nothin, but if you survive, and find our friend Fisk. Can ya bring him out so he don't rot down here?"
Kryspi Kremm |
Yeah, sounded like a sinspawn, but I didn't have the check nor the in character knowledge.
Kryspi tries to start talking a few times in Celestial before she can finally get Common to come out, "That doesn't sound pleasant at all. Why do wizards always end up creating things like this?"