M Elf Hexcrafter(AC22/13/20), 50/50HP, F8/R5/W7+10vs enchantment, Per+10/Thrasher+8, Init+3
Adriel addresses the two newer members.
I can make most things within 30ft fall asleep. A quiet death of a sentry might be preferred to loud combat to maintain surprise, if your faith permits.
"We should at least look and see if there is anything to put to sleep first... no need to waste valuable magic if there is nothing immediately there to cast it upon hmm?"
Elorin looks at Adriel then back to the trap door. "I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not." He puases for a moment and takes a deep breath
before continueing. "We hunt a master vampire capable of great evil. If they are allies of his, of their own free will, it will mark their soul. Please allow time for The Dawn Flower to show me this and I will strike them down myself."
M Elf Hexcrafter(AC22/13/20), 50/50HP, F8/R5/W7+10vs enchantment, Per+10/Thrasher+8, Init+3
If you can do it quietly in a single stroke, go ahead. Otherwise, give me a hand signal and I'll whisper via a MESSAGE spell. If you want them slumbering, reply and I'll do it. The power is not a spell and doesn't run out, but I can try it once per foe per day. If they resist, just use the old fashioned method.
As you attempt to cross the threshold, you feel as though your mind and body are being rejected by the building. You find yourself stumbling back unable to move yourself into the temple.
As you descend down through the trapdoor, you find yourselves in a dark room.If you use light you see this It's clear that this part of the cellar is some sort of extension of the kitchen. There is another cauldron laying upside down in one corner as well as another rack filled with bottles of alcohol. Off to one side is a small wooden door. There is a large cupboard across from the cauldron.
"At the door. I think it is reacting to my link to the Dark."
Arasmes pauses for a second and continues "If that's true, then Nikolai could not have gotten in. That suggests he's sent us here to bring something out, or disturb something, or break the ward. Nobody touch anything, or disturb anything, or open anything, or come out."
There is an artificial calm in Arasmes' voice
"But nothing stops him from being out here. If I were him I'd be waiting out here for us."
"I hope you're wrong about Nikolaï whereabouts, Arasmes" Gryfford says, his voice tense.
"It's a bit too late not to touch anything..." the warrior adds ruefully.
"Anyway, in case that can help decipher the riddle of this place: this here statue " he points to the statue on the altar "is in the likeness of Angradd, the dwarven god who watches over battles and decides the destinies of dwarven spirits."
"Luckily, I happen to know a few things about warrior deities in general" Gryfford murmurs mostly to himself.
M Elf Hexcrafter(AC22/13/20), 50/50HP, F8/R5/W7+10vs enchantment, Per+10/Thrasher+8, Init+3
Sorry everyone. I didn't notice before but the walls in there entirety emit a faint protective aura. The place could be warded or maybe it's just under a consecrate effect? Arasmas, do you normally have trouble entering the churches of good gods?
"Well, while I haven't made a practice of entering Churches of the Light, this isn't a problem I've encountered - though I remember my mother talking about it happening once when she was tracking a murderer."
"Could someone maybe tell me what you've found inside?" happy for someone to say they tell Arasmes rather than having to describe everything again
Basement
Now in the light you can see inside the cabinet are scrolls and books of various sizes. You see nothing out of the ordinary for the cellar of a kitchen. See previous post for specific details.
"Well, Arasmes: shout if you need help !" Gryfford advises the dhampir.
He then goes into the small living chamber with the four beds along the wall, after the right passageway, to get a look at the books on the table, and to pry open the chest which is on the same table.
Arasmes barely makes it up the side of the old building and finds himself on a rickety roof with wooden tiles covering it. He can see where the chimney off the living quarters is about 60 ft ahead.
Meanwhile in the living quarters as Gryff opens the lid a flash goes off but he manages to avert his eyes and avoid being blinded. When he opens the chest he sees a stack of books and papers as well as a few vials. There are also two clerical tunics.
Arasmes takes a moment to survey the area around him. He sighs when he sees the chimney, recalling a story his mother told him about a vampire, some bats and a chimney. In an effort to avoid having to risk falling off by heading over to it he tries levering off one of the wooden tiles (to see if the ward covered only the door).