Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
"Okay then, lets give it a try. Hold on to something." Darius says and backs up against the wall and holds his fist out with the ring and activates it.
A semi translucent ram's head emerges from the ring and rushes forward into the rusted door with a loud crash.
Spends 3 charges for a Strength of 29 to open the door.
Strength:1d20 + 9 ⇒ (11) + 9 = 20
A vaguely discernible shape that resembles the head of a ram appears out of the ring growing to large size while moving towards the door. As it hits it feels like everything shakes but the door doesn't open.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
"Well that was anticlimactic." Darius says with a frown.
Once everyone is clear, Grergof commands the rope around his waste to tie itself to something above him so he is tied down against the rushing water and bashes the door.
Note. When the door breaks at all he is very careful to to get clear at the first sight of sonetgung coming out, incase that is acid or something and not just water. If it appears ok then he goes back and finishes the job after evaluating the situation.
Taking a stance in front of the door in the entrance area Grergof bashes a hole into the door. Through that hole comes a jet of water that quickly fills the entrance. The water stops flowing at about three feet depth.
Behind the door is a flooded corridor and across it a flight of stairs whose ceiling is collapsed and therefore blocked. The corridor goes on to the left and the right in three foot deep water.
Grergof sets his Ioun Torch spinning and leads the way left trying to keep an eye out for traps or dangers gicwn what he has already seen from the place. He also is detecting evil as he goes.
Grergof carefully moves forward until he finds the trap. Sadly not by seeing, but by stepping into it. The floor under his feet disappears and out of the pit comes something - hundreds of small creatures that latch on every free skin they can find.
Grergof swings his flail ineffectually as he backs up.
Help! There's too many of them for me!
Single move to try to get back from the swarm. Moving back possibly all the way out of the water. He'll try to scrape off any leaches with his flail as he does.
Grergof swings his flail as he looses the ground under his feet and swims back to where he got a sure footing and flees the water. Which is hard due to standing in waist deep water still. Together they flee out of the building again. But Grergof feels the effect of the leeches already.
Dex Damage:1d3 ⇒ 3 Str Damage:1d3 ⇒ 2 Fort Save:1d20 + 10 ⇒ (15) + 10 = 25 Forgot that you need to save vs. poison when swarmed, or get 1d4 additional Dex DRAIN. But they are only CR4.
Grergof gets on dry land, tries whatever cures the people tell him to and downs the potion.
Thank you sir. That helps a lot. I'm still weaker then normal but at least I'm steadier on my feet.
So how do you all propose we address these leaches?
The only thing I can think of is to float oil on the water and light it, but I honestly dont think that's going to do much and I only have two oils left after the trolls.
Spugnoir trickles the extract down Varsk's throat. The sweet tasting liquid restores some of his vitality but not all.
This is serious, perhaps Darius can help? I have no more extracts that can heal you today.
As for the leeches, I can use my frost bombs to freeze them, more lethel than the liquid ice.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
"Here Grergof this should help." Darius says and pats Grergof on the back.
The swarm of leeches mingles in the water on the stairs, not yet giving up of their tasty food. Grergof feels like he needs some time in privacy later to get the remaining leeches off him that are beneath his armor right now.
Grergof leads by example to make it clear to his companions why they should never ever get into such a leech swarm. He looks like a Dalmatian only with his spots being red.
Wind will only create ripples on the surface. The way to drain it would be to check how fast Grergof can chip away the rock this is built into with his flail. He always wanted to do this didn't he?
You walk back through the three foot deep water to the corner where you encountered the trap. Now it's just a hole in the ground. Swimming over it you reach the room behind the corner.
A rotting stench comes from a trio of headless, large apelike creatures inside heavy iron cages (DC14 or be sickened as long as you stay in the room). The waters lap against these corpses, while the twisted remnants of an iron walkway lie half-submerged in the water. Two doors sit high in the north and east walls, thirty feet above the floor.
From Above three flying heads with wings come down shrieking.
Perception DC 10:
The apes have four arms
Knowledge (Arcana) DC 16:
The apes were Girallons
Knowledge(Planes) DC 13:
The flying heads are Vargouilles. They paralyze their victims with their shrieks and then give them the kiss of death which transforms the victim into a vargouille within a day.
"The flying heads are Vargouilles. They paralyze their victims with their shrieks and then give them the kiss of death which transforms the victim into a vargouille within a day. The apes were Girallons. Don't let them kiss you no matter how pretty you find them." Stam says with a smirk.
Fort vs Shriek:1d20 + 5 ⇒ (16) + 5 = 21
Drawing his own power and adding it to the magical syllables in his head, Stam unleashes bolts of pure force at one of the heads.
MM with Reservoir Point CL 8:4d4 + 4 ⇒ (3, 2, 3, 1) + 4 = 13
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Fort Save vs Sickened:1d20 + 5 ⇒ (9) + 5 = 14(Whew!)
Fort Save vs Paralysed:1d20 + 5 ⇒ (10) + 5 = 15(Double whew!)
Darius covers his ears as the flying heads pass by screaming. He then balls his fists and a glow builds up around him and pulses out from his direction.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
"What the!?" Darius shrieks in surprise at having no effect on the flying head and dodges to the side as one flies at him.
Drawing his sword he swipes at it with both hands.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Fort Save:1d20 + 5 ⇒ (20) + 5 = 25
Darius covers his ears and manages to shrug off the effects of the shriek.