Chaul Drammarson |
Chaul, offended by the undead, continues to press the exploration of the Spire.
Revvy Bitterleaf |
The steep stair descends through solid bedrock for fifty feet before ending in a stone-lined room. A large stone door stands directly south of the stair, a small alcove lies to the east, and another door to the southeast is slightly ajar. An extinguished torch rests on the floor of the alcove.
The area is dimly lit by irregular, luminescent patches of greenish-white, furry mold.
Chaul Drammarson |
Chaul looks around the room, paying particular attention to the alcove with the torch.
"Odd, goblins don't need torches, nor do the undead."
Chaul did a crash course in Azlanti while levelling, so he can now read Azlanti. He'll re-inspect the Azlanti items/writing to see if they make any more sense to him now.
Sera Dragonbane |
As Sera did a crash course on goblin. She has to speak the language of her people's enemies after all ^_^. So now she speaks Common, Draconic, and Goblin
Sera steps into the room, noting her old travel companions as well as a few new faces. "Aye, this certainly is strange. Best to be on our guard as we continue on."
Revvy Bitterleaf |
@Chaul; I'd have to go back and check everything for Azlanti texts that you came across, but the important one - found in the bedchamber on a scroll: The sigil is labeled “Six” in Azlanti. Some of the other stuff you found are Sigils but are not Azlanti
(Let me know what you want to do. I think we are good to go)
Gunnar Graubart |
Gunnar being his modest grumpy self continues on alongside his companions intently studying the modl surrounding them. He greets the serpent man with merely a nod as they move along.
Chaul Drammarson |
Finding nothing in the alcove, Chaul heads towards the open door.
"Lets try that one first. Can anyone read tracks?"
Carefully he approaches the door, prodding it open with his scimitar as he holds his shield ready for defense.
Chaul Drammarson |
"And welcome Sa'alat. It is timely that the Lodge sent us reinforcements as we probe the depths of this edifice."
Gunnar Graubart |
Tracks? Gunnar grumbles as he gets down on the ground
Survival 1d20 + 9 ⇒ (14) + 9 = 23
I was kinda wondering whether this fungus growth counts as vegetation for the purpose of Entangle. If not I'd likely prepare a different first level spell this time around
Chaul Drammarson |
Chaul carefully steps through the doorway, and then step by step heads down the corridor.
perception: 1d20 + 6 ⇒ (5) + 6 = 11
Once level with the door to the north he stops, waiting for the rest of the group to catch up.
"Shall we try this first?"
Revvy Bitterleaf |
Chaul doesn't see anything as he quickly glances down the corridor, stopping at the first door Novid casts detect magic and takes a look at the door, but doesn't see any sort of trap on the door (but does pick up a magical aura - of the green spire - behind the door).
A curving wall of glowing green crystal bulges out into this chamber from one corner. A stout wooden table stands along the wall opposite it. On the table lie three rotting human corpses and the remnants of a moon spider.
One of the human corpses has had all of its extremities severed, and its torso has been opened to reveal the internal organs. Another dismembered corpse has moon spider legs sewn onto the stumps in place of the removed limbs, all of which are neatly arranged near the rest of the moon spider.
A bucket full of reeking, old blood sits on the floor under the table, and needles with lengths of silken thread attached are stuck in a hand-sized block of bloodstained wax atop the table.
Chaul Drammarson |
Chaul nods.
"And disquietening. Black alchemy is at work."
He advances carefully into the room, looking around in case the ...things.. on the table spring to life.
"Does anyone have oil? I'd like to burn this."
Gunnar Graubart |
Gunnar shudders slightly in disgust then moves closer to examine the gruesome find trying to make sense of it.
Knowledge Nature1d20 + 7 ⇒ (15) + 7 = 22
Spellcraft 1d20 + 5 ⇒ (2) + 5 = 7
Sera Dragonbane |
Sera shakes her head at the sight. "I am almost positive that there are dark forces at work here... With that, Sera will will scan along the room for traces of evil with her detect evil ability.
Revvy Bitterleaf |
You are quickly able to come up that the corpse was a moon spider..a large spider, which normally eats fungus..and that the corpse with the spider legs sewn onto it isn't what you call natural..not anymore anyways.
Gunnar has no idea how to sew something like that together and hope to make it work though.
Sera detects an after thought of evil, like something evil has happened here at some point..but no active source right now.
Chaul Drammarson |
Chaul kneels to pray briefly over the dead bodies.
"May your souls fly free of these cruelly abused bodies, and find the rest you deserve in the eternal here-after."
Then, standing he looks around the room.
"Continue further down here? Gunnar, did you see tracks heading further down this corridor?"
Revvy Bitterleaf |
Just noticed that Sera is on a portion of the map that's a trigger for a not detected trap
As Sera moves into the room her foot hit's a trigger plate and the stone in the floor clicks and a few panels in the ceiling disappear as a large iron cage comes falling down
To hit flatfooted AC Sera: 1d20 + 15 ⇒ (8) + 15 = 23
landing on top of her left shoulder and giving her a jolt as it continues all the way down to the floor
Damage Sera: 2d6 ⇒ (1, 3) = 4
(Reflex save DC 14 or be caught inside)
Escape: A character can wriggle through the bars with a successful Escape Artist check (DC 30), bend the bars with a successful Strength check (DC 20), or lift the whole cage with a successful Strength check (DC 25).
The cage contains a skeleton suspended in a leather harness that protects it against damage from the cage’s fall, but that starts to move ever so slightly once the cage hits the floor.
Init Sera: 1d20 + 1 ⇒ (8) + 1 = 9
Init Quartz: 1d20 + 4 ⇒ (19) + 4 = 23
Init Gunnar: 1d20 + 2 ⇒ (1) + 2 = 3
Init S'salath: 1d20 + 1 ⇒ (8) + 1 = 9
Init Chaul: 1d20 + 1 ⇒ (3) + 1 = 4
Init Skeleton: 1d20 + 6 ⇒ (2) + 6 = 8
init
Sera, Quartz, Ss'alath
Skeleton
Party
Novid Sin Eater |
Novid moves around the cage drawing his sword, he slashes at the undead through the bars.
Attack: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22 Im guessing it gets cover so i added that. It should be flat footed i hope
Damage: 1d10 + 6 ⇒ (7) + 6 = 13
Crit conferm: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Damage: 1d10 + 6 ⇒ (6) + 6 = 12
Know Religion: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Idk if i can crit an undead but those are the rolls.
Sera Dragonbane |
Reflex: 1d20 + 4 ⇒ (11) + 4 = 15
As Sera sets off the trap, she cries out in pain when it slams against her shoulder, sending her reeling, and thankfully, out of the way from being trapped. She growls, looking at the undead creature before lowering her longspear. Thrusting it between the bars (I'm sure the gap is enough for me to put a spear through) she attempts an attack.
PowerAttack: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17 (Subtract 4 if cover)
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Chaul Drammarson |
Chaul finishes his business here and nods to Novid, followingthe orcs lead.
Revvy Bitterleaf |
I forgot to list treasure and stuff, so doing that now..I'll assume you guys will explore the room a bit better now that you have some more time
Two potions of cure moderate wounds (conveniently labeled) are lost in the clutter atop the worktable. There are six long needles in the
wax, and 3 feet of waxed silk is threaded through each of them.
A scroll tube on the table holds 2 scrolls
, and a parchment with another Emerald Spire level sigil inscribed on it. When you compare it with the sigil engraved on the Spire in this room, they notice it is different, and as Chaul can tell you the parchment sigil is labeled “four” in Azlanti and Common.
A more thorough search (assuming a take 20 here) also reveals 2 secret doors leading out of this room. Both doors seem to be not trapped and easily to open now that you know they are there
One leading to a very small room, which is suspiciously empty - and after a search reveals to include another secret door which leads back to the first room you entered.
Do you still want to go back to the other door in room B1 or check out the newly found secret door? Or take one of the other doors?)
Chaul Drammarson |
Chaul points at the second secret door.
"Be interesting to see what is behind that don't you think?"
Revvy Bitterleaf |
Deciding to go for the newly found secret door you open it to reveal:
Another empty room, this one sort of L-shaped. Having gotten some experience with secret doors in this place you quickly locate another secret door and after deeming it save to open you do so to reveal:
This large stone chamber contains two clusters of four stone caskets each. In the center of the room, between the two groupings, stands an empty, unlit iron brazier that is covered with soot and smells faintly of past fires. Drapes of dust-covered spider webs cling to the ceiling.
A chill breeze arises from nowhere with an eerie howl. The room seems to darken, and in the sudden gloom, scores of small spectral eyeballs appear, drifting with the breeze. They peer intensely before fading away.
Chaul Drammarson |
Holding his holy symbol up high, Chaul takes a moment to ponder on what he has just seen.
Takes ten on knowledge(religion) for 15
Chaul Drammarson |
"I don't think so..." mutters Chaul.
With a sigh he readies his scimitar and shield, advancing into the room.
"I wonder what would happen if I opened the gates of heaven here?"
Sera Dragonbane |
Sera enters the room soon afterward, continuously keeping her "detect evil" on at all times, glacing around for any signs of trouble. It makes sense to, I mean it only takes a move action to continue
Chaul Drammarson |
Chaul starts to search the room, looking for signs of what may have happened here, or other secret doors!
perception: 1d20 + 6 ⇒ (15) + 6 = 21