whoosie tries a fire attach thought it may be ineffective to if I find some materials; I have some oil I just need a torch or such; will use oil and the torch; my non magical fire attacks get a bonus +1d4 as I have no idea how much damage such an attack would do; but maybe will get over its defense.
Ank-hore looks at the creature and screams a spell at the creature.
Ank-hore centers the sound burst to get just the creature.
1d8 ⇒ 4
Sound Burst:
School evocation [sonic]; Level bard 2, cleric 2
Casting Time 1 standard action
Components V, S, F
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.
Splurg begins his casting as Crang charges forward out of the stinking cloud to cleave the bloated monstrosity by Buz in two. [ooc[One down, one to go.[/ooc] With a mighty incantation Ank-hore summons the power of sound to strike the second monster, rocking it on its feet and stunning it with the blast. Fort save 1d20 + 5 ⇒ (8) + 5 = 13
Splurg's incantation calls down the looser stone from the tunnel roof onto the stunned monster, smashing the thing and burying it mostly under the rubble. However, enough exists for Greblak's tiny flaming goblin missiles to strike. With this final blow, the thing gives a sigh and seems to deflate, before dissolving into a foul smelling goo. Its compatriot dissolves shortly after.
Combat is now over. You wait, but there seems to be no sounds of reinforcements coming. The blind kobold is unconscious but stable, and the stinking cloud dissipates a minute later. Actions?
The rocky passageway ends in a giant leering demon's head, approximately two stories high. The mouth is open and the path continues inward. In the demon's eyes, two magical green bonfires burn, making the shadows in this room jump and stretch. The stone around the demon's mouth is stained red with blood, old and new; the footprints of long passage have been worn into it. Standing in the doorway is a lone pale kobold. His eyes are milky, as if from blindness and his skin has clearly not seen the light of the sun in a long time. He hisses and sways as he stands sentinel, perhaps high on some drug, as he drools a long string of black drool from between sharpened teeth.
Crang has to have a sit down for a moment (rage subsides). While he does that he whispers/sings a song to Zogmugot.
He is confused because normally only she can make Crang afraid.
The unconscious kobold has a necklace depicting a grinning demon head with small rubies for eyes. He also has a rod fashioned of bones and teeth, but which seems pretty solid. He's wearing a studded leather armor, made of unknown leather but decorated with a dark motif. A pouch holds several polished gems and jewels. Appraise, please. If detect magic is used, the rod, armor and necklace all glow. He also has a small pouch packed with a mix of herbs that smell like his breath.
Looking deeper into the tunnel where the two bloated monsters came from, you can see a small entrance to a side chamber. Inside is a natural cavern about 15 feet by 20 feet. A nest made of decaying animal and humanoid body parts lies inside, which includes several items that might have come from adventurers...
Perception DC 18:
Searching the 'nests' reveals a pair of thin soled boots (magical), a black serrated dagger (magic), a ring decorated with shields (magic), 76 gold, 31 silver and 15 copper pieces as well as a glass lens that seems to be made to fit a medium-sized skull...
The tunnel continues past the nest room and ends thirty feet later in a large round door made to fit the tunnel. It appears to be locked.
1d20 + 6 ⇒ (10) + 6 = 16 spellcraft to determine what rod is
1d20 + 6 ⇒ (9) + 6 = 15 spellcraft to determine what armor is
1d20 + 6 ⇒ (18) + 6 = 24 spellcraft to determine what necklace is
Using Detect Magic to look around the room and tunnel
1d20 + 7 ⇒ (14) + 7 = 21percep
1d20 + 7 ⇒ (14) + 7 = 21Spots perception
"I find more looties and glassies thingie look like fit eyes" 1d20 + 6 ⇒ (15) + 6 = 21 spellcraft on shield
1d20 + 6 ⇒ (6) + 6 = 12 spellcraft on dagger
1d20 + 6 ⇒ (11) + 6 = 17 spellcraft on boots
whoosi wrapps the necklace around his left hand nad searches the deamon head opening for traps and secret doors as I have detect traps and trapsense, will watch the necklace in case anything happens like it glows or something when near the demonhead opening
boyz; dis might be a key; let me check the that big ugly head wit it, might be traps dis might fix
Ladies and Gents: I will be taking off the next couple days for Christmas. Happy Holidays to all and to all, we'll resume on Tuesday. Merry Kwanzaa-Hannuk-Mas! And a very Happy Boxing Day!
Your searching reveals the following information:
- Armor = small +1 Ghost Touch Studded Leather
- Rod = Lesser Extend Metamagic Rod
- Necklace = seems to function as an Amulet of Natural Armor +1 and also, as Whosi determines, seems to disarm some magical traps
- Ring decorated with shields = ring of protection +1
- Dagger = dagger of venom
- Boots = Trackless boots
Further, the lens appears as if it would fit in the skull you brought along.
As Whosi steps near the door in the wall at the base of the demonhead, the necklace and door both glow, and a soft <click> can be heard as the door pops open. From beyond the door, soft glows of torch light can be seen, and a smell of blood and sweat and hot bodies assails you. The sound of low chanting backed by deep drums sounds. Peering around the door, you can see that this passage only goes about twenty feet downward before it opens into a large room (100' wide by 300' long, with a natural stone ceiling about 50' high) dominated by an altar at the far end. The altar is made from a single large slab of stone, deeply stained with old blood stains. Behind the altar, directly opposite your view, is a huge statue made entirely of a strange black substance that appears to be liquid. The statue depicts a demonic figure, crouched so that it looms over the altar, its arms wide and its mouth open as if waiting to be fed. The statue is thirty feet tall and glistens with black wetness.
On the floor before the altar you see the villagers from above, as well as other figures, obviously ghouls of some sort. They all face the altar, and two ghouls pound on huge drums fashioned from bone and leather. To either side of the statue are cages, containing what must have once been human men. Now they're little more than skin and bone, but they move as a clearly obese human emerges from a hidden door between the demon's legs. He's wearing a headpiece of gold and many gems and jewels and seems to the priest of this cult. He steps forward to the altar, calling out something in a booming voice. The villagers and ghouls respond, and one word rings out: KABRIRI.
"Eyes got the gudz... This lens goes into dat skullz" "This rods makes the spellz long. This Armor be special ghosty leather, this necklace makes you tough and makes some traps no workin. This ring makes you protection, and the dagger be poison. This boots make it so no one can findz you by following" "Who wants what...?" "I likes the roddie or da necklace"
"Whoooze that is alot of baddies for fighten... we no more spells for hurting big numbers, we rest and attackw hen time is right?"
"I is not sure what pretty I's would likes." looking down at the pile again. "Bein' Tough Necklace or the ring that wills protect me would be choice." Looking the pile and yawning "Needs rest first choices next, then baddies." Ank-hore smiles at a plan that he could think might have been his own.
I likeses the shiny ring. Then resting. Then we need a plan. I say sneaky killing some and running away, then come back and sneaky kill more. Or we sneaky kill some now and run away, what you captains think?
maybe whats weez needz is a trap; yeah; fill dis hall with barrels of oil and gunpowder; den shoots a bunch of em wit and throw nasties; maybe bring a cannon; den run; dey chase to hall; light en burn em all ta roasted crispies heheheheh
After spending some time watching the ceremony, you catch notice of some comings and goings on the edge of the large room. Some of the ghouls are slipping into cleverly camouflaged doorsways in the side of the room. There must be passages or rooms there. You're pretty certain you can sneak down to one without being noticed by keeping to the shadows at the edges of the room.
Meanwhile, at the altar, one of the prisoners is hauled from the cage and laid face up on the altar. He struggles, but he's clearly weak from injury and hunger. The obsese man leans over him and intones something in a black tongue. Suddenly he raises a crooked dagger and plunges it into his own chest! He lets out a triumphant grin as the bound man tries to struggle away. The obsese man, dagger still stuck in his chest, leans over the bound man and ... kisses him, full on the mouth. After a moment, the obsese man tumbles to the floor behind the altar and the bound man is untied and set free. He reaches down, holds aloft the dagger and shouts a word: KABRIRI! The cultists shout it back, then begin to writhe on the floor in an orgy, both ghouls and living alike. In fact, you see some of the ghouls begin to eat their living partners in mid-act.
Perception DC 15:
When the obese man kisses the bound man, you catch a brief glimpse of something worm-like sliding from his mouth to the mouth of the bound man. When the bound man stands up free, you can see his stomach is now bloated and full...
You automatically hit with a coup de grace and score a critical hit. However, it's a full round action, which means Spots can't bite-claw-claw, but he can bite.
Bite Crit damage: 1d4 + 1 ⇒ (2) + 1 = 3
Fort save to avoid death: 1d20 + 4 ⇒ (11) + 4 = 15 VS DC 15 (10 + damage dealt)
The blind kobold's throat is bitten down upon by the growling cat, but while the kobold doesn't immediately die, he does sustain enough damage to go unconscious...
Con check to stabilize: 1d20 + 2 - 5 ⇒ (7) + 2 - 5 = 4No luck, he's bleeding out at -6 HP unless someone stops him.
[b]"zo; we agreed; sneaky kill what we can and run, me likes setting a trap though. how about this; we sneakies; we go kill some; ifn weez discovered; we run through here, but first; we go get some brush and burnny things and put in his hallway with a path for us to run through and leave a torch or lantern or both here; put some oil on the brush; then when we dicoverd; they follow us; we run through brush and then start it on fire; weeze burn em good fer our gettaway.; we needs like 20 or so feet of this tunnel with burny stuff. Sound good?" [\b]
Whoosi can count and dont like the odds so he is a bit nervous
"ok boys; lets get some logs; brush; weeds and stuff quick; then we sneaks in there and stick em good; keep your eyes peeled for some more oil; rags be good too; then we lay good fire trap; lets go
whoosi moves back down the tunnel till clear then runs to get brush; logs and stuff hauling them back to the tunnel quickly but pacing himself