DM Mothman |
The remaining two spiders have been pretty badly squashed and sliced – they both try to scurry away back into the shelter of the hanging webs that remain yet unburnt.
Both spiders take the retreat action to escape from combat. Unless anyone has a reach weapon to hand they’ll probably escape without taking AoOs, and retreat back into the webs where they benefit from both cover and concealment. We will stay on initiative if you want to keep attacking them in some manner.
Ellantera |
Rubbing the wound on her leg where the spider bit her, Ellantera suggests, "Fire seems appropriate here. Would it burn any of your unfound treasures?" She looks over at the party leaders as she asks.
I believe there is a lit torch still burning on the ground where it was flung at the original attaching arachnid, no?
Stanley Sydell |
Stanley looks over everyone's injuries, fussing over the wounds and ensuring that the poison is not affecting anyone. "Now, I see there are multiple injuries, and I can direct my energies into healing much of them, but I can only focus my healing powers into each of you once today. The powers are fickle in that regard. If you feel you require healing now, or would prefer it later when it could get more dire, let me know now."
I can healing Hex each of you, but you need to let me know if/when you want it (since it's only once/day). Technically, by the rules, I can't see other's HP totals (except by things like Deathwatch and Status spells).
Ellantera |
The girl tries to get a good look at the bite as though surprised to find it. "Nah. It's fine."
Dohrlok says nothing, but shakes his head and motions for Stanley to perform his healing magic on the girl. When she starts to protest, he holds up a stubby dwarven finger. "Do not act tough, seek discipline."
She bows her head for a moment and nods. "May I be healed, sir?"
Dohrlok is down to 8 of 11, I think. What do you think he will want?
Stanley Sydell |
Stanley watches the exchange between the two with merely a single raised eyebrow, before nodding an affirmative to the question. "Now, if that is it for everyone's injuries, I say we should investigate the east alcove before continuing north." With that, he refreshes the magical light on his quarterstaff, and moves east just far enough for his detection magics to reach the far wall.
Healing Hex on Ellantera 1d8 + 1 ⇒ (2) + 1 = 3
Re-cast light (JIC)
Move to AO20, cast Detect Magic pointed SE.
Healing Hexes used:
Adoven - 0/1
Dohrlok - 0/1
Ellantera - 1/1
Stanley - 0/1
Tyvall - 0/1
Verrik - 0/1
Stanley Sydell |
Well, it is a Healing Hex, so I have 1 for each of you once a day, regardless of how many people I heal. If you want it, you just have to let me know, because I have ONLY 1 for each of you.
DM Mothman |
Stanley had looked at more a few posts ago.
My apologies, I missed that.
Stanley moves in the direction of the rubble at the eastern end of the chamber - his detect magic cantrip reveals no magical auras, although he does consider that the fallen rocks are likely to conceal any auras from deeper into the rubble.
Tyvall Laestun |
Tyvall rummages through his bag and comes up with a roll of bandages. He rolls up his pant leg and starts trying to wrap the puncture wounds from the fangs to apply a little pressure. "Hey Stanley? Help me tie this off." While they finish up he says, "Thanks for pulling the venom off like that, but don't worry too much about me with piddling little spiders. I think you know dwarves are a little tougher than that. right? If you had to choose in the future I'd worry bout the elf over there. Ever see an elf drink too much? Not a pretty sight. And by too much I mean the third glass of wine. Alcohol, poison and all that just runs wild through em."
Once they finish he retrieves his torch and with a slight limp tentatively tests the webbed passage to get a sense if the spiders will let them pass.
Is anyone poisoned after the fight? Using a healer's kit, Tyvall has a 60% chance to give you +4 on the check.
Treat deadly wounds on Tyvall (DC20): 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Someone give me an aid another on heal? One aid will make that a success
Stanley Sydell |
Stanley goes over to help Tyvall wrap his wound, and the dwarf has it mostly done except that his knot was slightly off center. As he helps shift the bandage, he responds, "It does not matter to me who is or is not more susceptible to poison. I will draw out the effects whenever they present themselves. In the moment of my decision, you were the only one that was suffering from the toxin, and as such I acted accordingly. In the future, I will lend my services to whosoever needs it most, regardless of any natural resistances one has shy of full on immunity." His tone is one of a caregiver that has dealt with plenty of people that consider themselves not needing his services despite him knowing differently.
Heal check Aid Tyvall 1d20 + 5 ⇒ (8) + 5 = 13
DM Mothman |
"Well, I tried that before and I'd say it pissed em off pretty good. If they are content to sit back and lick their wounds for now we might just pass by."
Tyvall tugs at some loose ends of webbing that hang limply from what is left of the main mass of webs. The spiders try to scurry back even further into the corners; the fight seems to have gone out of them, for now at least.
Tyvall Laestun |
Adovan brings his light over to the dwarf so he can see better. "Careful with the stereotypes dwarf, I've drunk men under the table, and into the grave."
"Men, sure. Dwarves... eh. I'm not so sure. If we find anything worth a damn, maybe you can prove it back in town. You got some sharp ears though, I'll give you that."
"Looks like these spiders have had enough for today. We can probably hustle past em if you guys are ready." Tyvall goes on ahead to check out what is up ahead without lingering in the webbed passage, but not wandering far beyond it either.
Adoven Joysword |
Adoven Joysword wrote:Adovan brings his light over to the dwarf so he can see better. "Careful with the stereotypes dwarf, I've drunk men under the table, and into the grave.""Men, sure. Dwarves... eh. I'm not so sure. If we find anything worth a damn, maybe you can prove it back in town. You got some sharp ears though, I'll give you that."
Adovan laughs, "That sounds like a challenge! I hope we both survive to enjoy it."
DM Mothman |
Tyvall walks forward, pushing aside the remains of the webbing – the spiders stay out of his way. A short distance ahead the passage ends at the top of a wide flight of steps leading downwards. From what Tyvall can see the flight of steps is relatively short, but as the stone ceiling angles downward above the steps he can’t see what lies beyond the base of the stairs from here. No longer obscured by the hanging webs, the green light flickers strongly here, its source still out of sight beyond the stairs.
DM Mothman |
Verrick, leading the way down the wide stairway, discovers no pressure plates, trip wires or other signs of traps before he reaches the bottom. The rest of the group follows.
At the base of the stair is a short passage which, after passing under a stone archway, opens out into an immense domed chamber. Seven short tunnels branch from the room in all directions, extending some thirty feet before ending in rounded walls. At the terminus of each passage, a thick chain dangles from an unseen high ceiling. Five of the chains bear colourful lanterns, but two hold nothing at all. Opposite the entry stairs, a bright green lantern containing what looks like a torch casts a weird, murky light about the room. Countless chips of glass and shiny metal inset into the chamber’s domed ceiling reflect this light, giving the impression of starlight and falling snow. The dome starts about ten feet off the ground and reaches an apex about thirty feet over the centre of the room.
Below the dome’s peak, a long dais holds what appears to be a marble sarcophagus. A milky white bas-relief figure, perhaps of a human, rests passively upon the sarcophagus lid. Unlike the rest of the tomb, this room is completely silent.
Ellantera |
"It's like the painting we found upstairs."
Are all of the lanterns lit or just the green one nearby? Are they monochromatic like in the painting - i.e., one is red, one is orange, etc. - or can we tell if they are not lit currently? Which colors are missing (if the scene matches the painting) - I expect one will be green.
DM Mothman |
This chamber does indeed closely resemble the painting upstairs.
At the end of the south-west alcove to your immediate left dangles a chain with a small hook at the end, as if to support a lantern, though there is none there to be seen.
Near the end of the next alcove around, to the west, dangles a chain with an ornate lantern shaped somewhat like an inverted teardrop at the end of it. The lantern hangs about five feet from the floor. This western lantern has orange glass, and is unlit.
In the north west alcove hangs a yellow stained glass lantern of the same design. Straight ahead of you, past the sarcophagus to the north, hangs a green lantern, the only one in the chamber that is lit. The next alcove past that, north east, hangs a blue lantern.
The eastern alcove also seems to just have an empty chain hanging at its end, while the last alcove, pointing south-east, has a violet lantern.
Stanley Sydell |
Stanley, recognizing the chamber as the one from the painting, finds the entire room to be a bit of an interesting curiosity. Not only of its magical nature, but the intended reasoning behind the lights and alcoves. He prepares to investigate each alcove, both physically and magically, but not until after the centerpiece of the sarcophagus is examined. He makes sure not to touch anything, and let Verrick deal with the notion that there could be traps, but lets his eyes and spell do the investigating for him.
Given the time, he will (P)erception and Detect magic (with the (A)rcana check for what he may find with his spell).
Red Alcove, P 1d20 + 3 ⇒ (15) + 3 = 18 Detect Magic A 1d20 + 8 ⇒ (1) + 8 = 9
Orange Alcove w/lamp, P 1d20 + 3 ⇒ (11) + 3 = 14 Detect Magic A 1d20 + 8 ⇒ (8) + 8 = 16
Yellow Alcove w/lamp, P 1d20 + 3 ⇒ (5) + 3 = 8 Detect Magic A 1d20 + 8 ⇒ (13) + 8 = 21
Green Alcove w/lamp, P 1d20 + 3 ⇒ (5) + 3 = 8 Detect Magic A 1d20 + 8 ⇒ (14) + 8 = 22
Blue Alcove w/lamp, P 1d20 + 3 ⇒ (6) + 3 = 9 Detect Magic A 1d20 + 8 ⇒ (2) + 8 = 10
Indigo Alcove, P 1d20 + 3 ⇒ (18) + 3 = 21 Detect Magic A 1d20 + 8 ⇒ (16) + 8 = 24
Violet Alcove w/lamp, P 1d20 + 3 ⇒ (13) + 3 = 16 Detect Magic A 1d20 + 8 ⇒ (19) + 8 = 27
His interests, and rush, finds him almost scatterbrained in regards to this discovery. Where he has his focus on some, others he glosses over as like the first, or too much of a mystery to delve into in such a short time.
Ellantera |
I misunderstood the scene. The player suspects a red lantern would be appropriate in the leftmost alcove and an indigo lantern is missing from the second-to-last. The character has no clue without returning upstairs to view the painting.
"Are these five lanterns in their places? What should the other two be? I can go upstairs to check the painting." She, however, makes no move toward the stairs just yet.
Ellantera |
She squints at the lantern from where she stands. "Is it a candle, then? I thought it might be like the magic they have for festival, just a little light set inside the lantern."
She looks without approaching, twin feelings of fascination and nervousness at war on her face as she contemplates. "Puzzles and magic. Give me something to smash."
DM Mothman |
I misunderstood the scene. The player suspects a red lantern would be appropriate in the leftmost alcove and an indigo lantern is missing from the second-to-last. The character has no clue without returning upstairs to view the painting.
"Are these five lanterns in their places? What should the other two be? I can go upstairs to check the painting." She, however, makes no move toward the stairs just yet.
Anyone who observed the fresco upstairs will remember the order and concur with the ooc conjecture. Otherwise a DC 11 Knowledge (nature) check would reveal the appropriate order of colours for a rainbow.