GM Blood |
Sorry for the delay in getting this up. Holiday weekend and all plus an off site install today made this very late.
Kelkzar enters the small chamber and seconds later the doors close and the cylinder goes down.
The metal chamber you are in is in the upper curved portion of the room.
The walls here are covered in bas-relief images similar to the slender figure upon the sarcophagus lid in the chamber above. Nearly a dozen androgynous, hairless humanoids stand in poses of deference almost as if they are paying homage to the viewer.
About fifteen feet to the west, a dark passage extends from an elaborately carved arch. Only a little of this hallway is visible, however, as a large stone block obscures most of the passage.
You are currently in the metal chamber looking out into the room.
Please post back your action in spoiler since you are cut off from the rest of the group
Kelkzar Redjaw |
Kelkzar looks around the room, listening for movement and sniffing the air for any signs of trouble.
Perception 1d20 + 7 ⇒ (1) + 7 = 8
He step just outside the chamber into the room, looking left and right for any levers or other indicators of how to work the chamber from this level.
It is dark except what he can see with darkvision, correct?
GM Blood |
Yes completely dark down here
As you exit the chamber, the doors immediately close and the chamber disappears into the ceiling. You feel a slight breeze as it moves up. The ceiling is sealed up and you can barely tell where it went up.
You also see what appears to be a button of some sort near where the metal chamber landed.
The stone block is roughly 10 feet wise by 8 feet tall by 2 feet deep. It nearly seals of the passage to the West. A large niche about the same size as the block opens up into the celing above it. There is a layer of dust over everything in the room.
After the chamber disappears, a few seconds later it reappears and the doors open. The chamber inside is empty with no sign of Kelkzar.
Kelkzar Redjaw |
Looks like a deadfall caught someone in here, but I'm going to wait to check that out until we have more of us here. I suppose that button might be what calls it back down here. Either that or its going to do something horrible to me. Kelkzar pushes the button.
Kelkzar Redjaw |
"A small chamber that leads to more. It is dark so the rest of you will need to bring light. There are more sculptures. Everything is dusty and I did not hear anything. It looks like a deadfall may have dropped sometime in the past. I think we'll be able to pass it, but we will have to be wary of traps. And there is a button to summon this chamber. We should not have to worry about getting stuck."
Trevor the Yellow |
Trevor follows with intent, still not sure as to how they would all make their way down anyway. "I'm good to keep going..." The words come out, but with little conviction behind.
GM Blood |
So you rest the night and recoup from your battle with the pair of Wind Walkers. You head down below, one at a time into the section below the yellow alcove
Map of Room
The metal chamber you are in is in the upper curved portion of the room.
The walls here are covered in bas-relief images similar to the slender figure upon the sarcophagus lid in the chamber above. Nearly a dozen androgynous, hairless humanoids stand in poses of deference almost as if they are paying homage to the viewer.
About fifteen feet to the west, a dark passage extends from an elaborately carved arch. Only a little of this hallway is visible, however, as a large stone block obscures most of the passage.
As you exit the chamber, the doors immediately close and the chamber disappears into the ceiling. You feel a slight breeze as it moves up. The ceiling is sealed up and you can barely tell where it went up.
You also see what appears to be a button of some sort near where the metal chamber landed.
The stone block is roughly 10 feet wise by 8 feet tall by 2 feet deep. It nearly seals of the passage to the West. A large niche about the same size as the block opens up into the celing above it. There is a layer of dust over everything in the room. (disturbed where Kelkzar was before)
Rowena Lordail |
Rowena with a grease spell could probably do it, but showing up on the other side along and squished with baddies milling about would not be fun. She votes for pushing. Her, Kelkzar and Trevor have the best Strength? She only has a +1 bonus.
Rauno Redpath |
"Kelkzar, how did you get back up from here? That button there?"
Regarding the stone block "I would prefer to push it aside or topple it. I don't care for the notion of going past it one of us at a time."
Is it something that they could take 20 on to push it away? Can Rauno make an engineering check to give them a bonus as well, perhaps advising on where to apply pressure, etc.?
Trevor the Yellow |
Trevor plants his feet and pushes.
Str: 1d20 + 4 ⇒ (1) + 4 = 5
"I'm. Not."
Kelkzar Redjaw |
Kelkzar braces himself. "Well, I certainly don't want to squeeze. Might have to see if that skirt has a girdle if I'm to have any chance. I think I'll push." Straining against the block he gives it a mighty push.
1d20 + 4 ⇒ (19) + 4 = 23
GM Blood |
Kelkzar has a strong push and with Quintus's help along with Rauno's clues on positions and where to push, the huge slab topples over to the north. Unfortunately the slab was on top of a pressure plate and when it was moved off, a green gas starts to come out of the mouths of the bas-relief images.
On the map, C3 is open now with the slab shift north (left)
Initiative Rowena Lordail 1d20 + 4 ⇒ (7) + 4 = 11
Initiative Trevor the Yellow 1d20 + 4 ⇒ (13) + 4 = 17
Initiative Rauno Redpath 1d20 + 9 ⇒ (15) + 9 = 24
Initiative Lessien Nenmacil 1d20 + 6 ⇒ (6) + 6 = 12
Initiative Kelkzar Redjaw 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Quintus 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Monster 1d20 + 4 ⇒ (17) + 4 = 21
I'll need Fort saves and your actions. Rauno and Quintus first before anyone else's actions (You can do saves early if you'd like).
Initiative Order - Rauno, Quintus, Kelkzar, Trevor, Lessien,Rowena
GM Blood |
Sorry the gas is only in the room, not the hallway that is clear. The only way out of the room other than the elevator is at C3, the rock slab blocks the other 5' of the hallway.
Rauno and Quintus you are both poisoned and take 1 point of Strength Damage. You will need a save every round after this until you succeed.
Quintus you rush out of the room coughing and not feeling well and as you get to the statue.
Kelkzar Redjaw |
Fort Save 1d20 + 5 ⇒ (3) + 5 = 8
I believe that leaves Kelkzar down 2 Strength, so will modify rolls accordingly since that drops him to a +3
Coughing, Kelkzar follows Quintus into the hallway. to C5.
GM Blood |
Fort Save 1d20+5
I believe that leaves Kelkzar down 2 Strength, so will modify rolls accordingly since that drops him to a +3
Coughing, Kelkzar follows Quintus into the hallway. to C5.
You see a strange creature and need to make a DC 11 Will save or be frightened and have to flee it (back into the gas room). If you make it you are shaken for a round (-2 to everything)
Kelkzar Redjaw |
What the...
Will Save 1d20 + 5 ⇒ (8) + 5 = 13
"Hey, there is some kind of creature out here by me and Quintus!"
Knowledge (Arcana) 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14 +3 = 17 to identify abilities and weaknesses
Knowledge (Dungeoneering) 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8 +3 = 11 to identify abilities and weaknesses
Knowledge (Nature) 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11 +3 = 14 to identify abilities and weaknesses
Knowledge (Planes) 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4 +3 = 7 to identify abilities and weaknesses
Knowledge (Religion) 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13 +3 = 16 to identify abilities and weaknesses
Lessien Nenmacil |
Looks like a lot of action already today...I'll try to catch up here.
Before we come down in the morning, Lessien takes a CLW extract:
1d8 + 2 ⇒ (5) + 2 = 7
She prepares a dex mutagen and her usual shield and CLW extracts.
Before the stone is moved, she takes her mutagen and stands with her bow ready.
Fort: 1d20 + 5 ⇒ (20) + 5 = 25
She will move in to C4 or B4.
Will if necessary: 1d20 - 2 ⇒ (13) - 2 = 11
If able to, Lessien fires on the enemy:
Longbow: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21, damage 1d8 ⇒ 1
Trevor the Yellow |
Fortitude: 1d20 + 6 ⇒ (11) + 6 = 17
Trevor readies his axe and moves so as to cover Lessien.
GM Blood |
OK, lets get this all together and on track
Curious carvings that seem to represent a stirring tempest cover the walls of this ten foot wide passage. At 10-foot intervals, small alcoves flank the passage, and each alcove contains an androgynous humanoid statue with cupped hands. The figures stand roughly seven feet tall. A faint wind seems to play within the passage, but it's difficult to tell where it is coming from.
As Quintus and Kelkzar run into the hallway to get out of the gas cloud, a strange creature come out from behind one of the statues and zaps them with some sort of beam from each of its eyes. Still need a will save for Quintus
Trevor leaves the room and gets between the creature and Lessien.
Round 1
Initiative Order - Quintus, Kelkzar, creature, Rauno, Trevor, Lessien, Rowena
Rauno and Rowena action to end out the round
Rauno Redpath |
Fort save 1d20 + 2 ⇒ (10) + 2 = 12
Knowledge Dungeoneering 1d20 + 9 ⇒ (15) + 9 = 24
Still gagging from the poisoned gas, Rauno manages to choke out "A lurking strangler! One eye enchants sleep, the other fear! Surrounding it won't help; it can attack all around at once!"
For just a moment, Rauno calms his breathing enough to utter a precise arcane phrase. Casts Mage Armor.
Hit points: 14/14. 1 pt strength damage.
Armor Class 16/14/14.
Active effects: Mage Armor.
Pearl of Power: Available.
Bonded Object Casting: Available.
Prescience: 1 of 8 used.
Spells Cast: Mage Armor.
Bolts in Case: 5
GM Blood |
Quintus and Kelkzar are up! (Each needs to make another Fort save)
Round 2
Initiative Order - Quintus, Kelkzar, lurking strangler, Rauno, Trevor, Lessien, Rowena
Monster Stats AC 16 T 16 FF 12
Kelkzar Redjaw |
Round 2
Assuming Quintus takes a 5-foot step...
Kelkzar takes a step further down the corridor, but still feeling the effects of the gas, tries to shake it off. 5-foot step to C6
Fort save 1d20 + 5 ⇒ (1) + 5 = 6
Unfortunately, he still cannot shake the effects, but nonetheless takes his falchion and begins swinging at the creature Rauno calls a lurking strangler.
Attack (Falchion, Strength Penalty) 1d20 + 5 - 1 ⇒ (10) + 5 - 1 = 14
Damage (Falchion, Strength Penalty) 2d4 + 6 - 1 ⇒ (3, 2) + 6 - 1 = 10
Coughing terribly, his blow from the blade misses the creature by a hair, but in doing so, it draws close enough for a snap of his jaws.
Attack (Bite, Strength Penalty) 1d20 - 1 ⇒ (2) - 1 = 1
Damage (Bite, Strength Penalty) 1d4 + 2 - 1 ⇒ (2) + 2 - 1 = 3
Well, that was an ugly round
AC 17, touch 11, flat-footed 16. . (+6 armor, +1 Dex)
hp 21/22