
GM Harker |

Melufiuos hides in the shadows provided by Quiella's light, but sees nothing unusual with his low-light vision. One hundred feet to the south, the tunnel cuts a 90 degree angle and turns to the west which will require light or darkvision to see if he decides to investigate it. Mel, assuming you are looking around, feel free to make a Perception check.

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yeah, low light != no light
Sorry bout that. Mel looks around.
perception: 1d20 + 7 ⇒ (5) + 7 = 12
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I guess Mel is allergic to carrots.
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Quiella leans on her hammer. "Which way next, fellas?" She'll take front if the party doesn't care about stealth, but she's not particular about which direction they go at present.

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Quiella could put it to good use, but... Moadis will put it to better use. Just depends on whether you'd rather balance us out or let you have an even bigger lead in damage. :)
I would like to have it but am fine passing to someone else. Do you want to roll for it or feels that Quiella really needs it?

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Go ahead and take it. Quiella has some other means of boosting her attack/damage output.

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Quick trap check then pick up sun stick and move deeper.
trap: 1d20 + 8 ⇒ (1) + 8 = 9
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Holy crud. Gotta be careful not to drag the map all over tarnation!
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if you accidentally move the map just look at the revision history. You can undo it. If you can't, I believe the GM can by checking the revision history.
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GM Harker |

I'm going to assume the rest of the party if following at least 30 feet behind Melufiuos. If you would prefer to do otherwise, let me know.
Melufiuos finds no traps in the long hallway. Turning the corner to the north, he sees more hallway with his sunrod, but 25 feet north it begins to turn back to the east.

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I am cool with being further back from the bai...err Mel. I can be towards the back, or if someone has darkvision, could be in the back?

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Mel whispers back, "if we are following someone, we are probably about to meet them."
Mel pops a shield, waits for others to buf, and the looks around the corner into the covered area of map.
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GM Harker |

How far back do you want to be, Halkale? I think Quiella is the only one with Darkvision and that only goes out to 30 feet.
Halkale can no longer find the tracks he saw earlier from his current position on the map. They appear to stop 15 feet behind him near the eastern wall.
Melufiuos turns the corner to find a small room with another crudely constructed wall made of irregular stone and dried clay that does not match the materials by which the rest of the temple is constructed.

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Am I in the lead of the group? Then 20 feet or so, if I am in my normal position, then at the back of said group, but either way works for me, as long as I have light and can watch tracks. Front is probably best.
"Wait, back there. the tracks stop." Halkale points to the spot where the last track is.

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"no one needing rescuing is going to be behind a brick wall. I say we look for secret doors back where the tracks stop." perception aid valik?: 1d20 + 7 ⇒ (11) + 7 = 18
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It is as good a place to start as any I suppose. Let's see if my training has paid off
Valik will go to where the tracks stop, and check around for secret latches, levers, caches.
+2 per aid, take 10: 10 + 16 = 26

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Quiella joins Valik in looking.
Perception: 1d20 + 0 ⇒ (11) + 0 = 11

GM Harker |

At the time, Halkale was in the back of the group, but now he is in the front.
The group returns to Halkale's position and Melufiuos, Valik, and Quiella all examine the area in more detail. With the elf's aid, Valik finds two secret doors in the area. The first one is on the eastern wall, which appears to pivot inward if pushed. The tracks Halkale found end at this door.
The other secret door is a well disguised barricade, similar to the others you found earlier composed of clay and irregular stone. It will need to be broken open to access whatever room it's concealing.
If you look on the map, you'll see two letter 'S's cut in half on the map, those indicate the location of the secret doors. Please let me know how you wish to proceed.

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Quiella looks up earnestly at each of her companions in turn. "I bet opening this secret door is quieter than breaking down that one." Then she shrugs "But I don't really care either way."
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We should check whatever is behind that barricated wall at some point before leaving. But we can do that later, the secret door seems indeed quieter. Moadis nods to Quiella. Did you guys found any traps in these?

GM Harker |

We're just waiting for someone to let me know where you want to go next. You can: A) Break down the barricade at the end of the tunnel, B) Break down the secret door barricade that leads south, C) Open the secret door to the east, D) Follow the unexplored part of the tunnel that goes north and turns west, E) Something else.

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trap check on secret door: 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20
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If given the all clear, Valik will motion to make sure everyone is ready, then open the secret door unless someone else wants to.

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Quiella helps Mel look the door over, then nods at Valik.
Perception, aid: 1d20 + 2 ⇒ (12) + 2 = 14
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GM Harker |

I'm going to assume everyone follows Valik in, since no one mentioned anything about splitting up.
After a brief examination of the door by Melufiuos and Quiella reveals no traps, Valik pushes it open and enters with his companions following behind him.
With the light provided, everyone seens this long and narrow chamber contains niches in the walls that hold a number of statues, some of which are humanoid and some of which are clearly demonic. Murals cover the walls depicting human cultists behind abused and reshaped by demonic figures. The ceiling of this black stone chamber is barrel-vaulted fifteen above.
With his low-light vision, Melufiuos can make out four figures standing around two prone forms, as well as an additional prone figure slumped over in the northeast corner. The standing figures are all hairless humanoids with back-bent dog-like legs, and two long arms that end in three fingered talons. Their hideous mouths also possess two tiny hands complete with talons. The monstrous creatures all carry ranseurs and appear to be torturing the prone human figures on the floor, although they stop and turn to look in the party's direction.
Knowledge (dungeoneering) can be made to identify once you can see them.
PC Initiative
Halkale's Initiative: 1d20 + 8 ⇒ (17) + 8 = 25
Melufiuos' Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Moadis' Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Ophelia's Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Quiella's Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Valik's Intiative: 1d20 + 5 ⇒ (7) + 5 = 12
S Init: 1d20 + 5 ⇒ (18) + 5 = 23
Initiative (Round 1)
Halkale/Frostfur [H: 3 Dmg] <= Up
4 Monstrous Creatures
Melufiuos
Valik [2 Dmg]
Ophelia
Quiella
Moadis [1 Dmg]
Halkale/Frostfur are up, although I believe without low-light or darkvision only the red and black creatures are currently visible, and in dim light.

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Quiella has low-light and darkvision, but she is unfortunately blind at that distance. Also, her Knowledge (Dungeoneering) skill is nonexistent.

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knowledge dungeoneering: 1d20 + 7 ⇒ (5) + 7 = 12
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GM Harker |

Melufiuos believes these creatures may be Sinspawn, shocktroops created by spellcasters long ago out of one of the deadly sins, most likely wrath in this case. The only other fact that immediately comes to the elf is that these creatures all possess spell resistance.
Two of the sinspawn (Red, Black) charge down the room with their ranseurs, stopping when they get close enough to slice into Frostfur, and doing some substantial damage to the poor wolf. Frostfur takes 9 damage in total.
The other two sinspawn also move quickly towards Halkale and his animal companion, setting themselves up for attacks at their next opportunity.
Black Charge: 1d20 + 5 ⇒ (20) + 5 = 25
Red Charge: 1d20 + 5 ⇒ (9) + 5 = 14
Black Confirmation: 1d20 + 5 ⇒ (4) + 5 = 9
Black Damage: 2d4 + 1 ⇒ (1, 2) + 1 = 4
Red Damage: 2d4 + 1 ⇒ (3, 1) + 1 = 5
Initiative (Rounds 1-2)
Halkale/Frostfur [H: 3 Dmg; F: 9 Dmg] <= Up
4 Sinspawn
Melufiuos <= Up
Valik [2 Dmg] <= Up
Ophelia <= Up
Quiella <= Up
Moadis [1 Dmg] <= Up
All the PC's are up.

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Quiella pops a wand out of her wrist sheath and taps herself with it, then drops it on the ground with an exasperated grunt. She moves forward and prepares to strike one of the creatures with her hammer.
(None)
Round 1 action:
swift action to retrieve wand of shield
standard action to attempt to activate wand
move action to go forward about 10'
Rolls:
wand, shield, UMD: 1d20 + 10 ⇒ (2) + 10 = 12
Alternate action condition:
(none)
Alternate action:
(None)
Active Status effects:
(None)

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Valik will move up, next to the blue enemy and swing his weapon at him.
acro: 1d20 + 8 ⇒ (18) + 8 = 26
attack: 1d20 + 4 ⇒ (11) + 4 = 151d10 + 1 ⇒ (4) + 1 = 5

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Opehlia moves into the room, clutching at her holy symbol. Calling out a word of prayer, she blesses her allies with faith and strength.
Move 20 ft, cast bless.

GM Harker |

Quiella has trouble activating her wand, but moves forward to engage in the enemy with her hammer.
Valik tumbles north to attack one of the sinspawn, landing a solid, damaging strike with his sansetsukon.
Ophelia moves further in and grants the group Pharasma's blessing in the combat.
Melufiuos, Moadis, Halkale/Frostfur

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Halkale takes a few steps backward 5 foot step and then fires two arrows at the thing in front of himself. white
Attack, PBS, Rapid Shot: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 Damage, if hits, PBS: 2d6 + 3 + 1 ⇒ (4, 2) + 3 + 1 = 10
Attack, PBS, Rapid Shot: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 Damage, if hits, PBS: 2d6 + 3 + 1 ⇒ (5, 4) + 3 + 1 = 13
Frostfur whines when hit but understanding the danger his companion-master faces, steps under the things weapons and attacks one black
Bite: 1d20 + 2 ⇒ (20) + 2 = 22 damage, if hits: 1d6 + 1 ⇒ (2) + 1 = 3
Bite: 1d20 + 2 ⇒ (6) + 2 = 8 damage, if hits: 1d6 + 1 ⇒ (1) + 1 = 2