GM - Mark Garringer |
Kwin stops Parfin from grabbing the 3rd bag, as it appears to be coated in some kind of poison!
Kwin Avassar |
"That one appears to covered in poison! I cannot tell if it is a contact poison that would harm us upon touch, or if it a venom that would have to be ingested or break to skin to do its work, but let us err on the side of caution with it."
Kwin Avassar |
"I believe elementals are immune to poison."
Assuming no one is following his train of thought, Kwin clarifies. "I have a spell I've been trying to master. It would allow me to briefly summon an elemental, a small one mind you, to aid us. I believe I could retain it here long enough to open the bag for us and remove anything valuable."
I'd be using bonded object casting to cast Summon Monster II. Kwin could speak to earth, water or air elementals to give detailed instructions.
GM - Mark Garringer |
Now that the poison is pointed out a DC 20 Widsom check, or DC 20 Craft (alchemy) could try to identify it. And elemental would be immune to the poison, so that is also a good way to go about it.
Kwin Avassar |
Unless it is a relatively harmless poison, Kwin will use his bonded object casting to summon a small earth elemental.
GM - Mark Garringer |
Rose is able to place the poison as one that is made from the root of the malyass plant. It is indeed a contact poison and quickly breaks down the coordination of the central nervous system. Dex damage.
The earth elemental rises up out of the ground, his rocky features absorbing the characteristics of the stonework of the dungeon. It looks at the elven wizard, and makes some deep grumbling sounds.
It turns and glides through the floor to retrieve the bag. As it appears next to Kwin again rising up from out of the floor, it opens the bag and dumps a small ivory figure out into it's rocky hand. It drops the bag on the floor and then gently hands the figure to the elf.
Kwin Avassar |
Before accepting the figure, Kwin will cast detect poison on it to make sure none of the poison leeched onto it. If it did, he'll use presdigitation to clean it off. Once he has it, he says
GM - Mark Garringer |
Rose: 1d20 ⇒ 3
Miette: 1d20 + 5 ⇒ (13) + 5 = 18
Kwin: 1d20 + 4 ⇒ (17) + 4 = 21
Rose can certainly tell it is valuable, but isn't really sure just how valuable it is. Miette and Kwin talk back and forth commenting on the toolwork, level of detail, and subtle gold leaf inlay. "This is a very nice piece indeed. I can see why it was protected by the poison bag. We should probably be able to get 900 or a 1000 gold for it!" Miette says rubbing her hands together.
Kwin Avassar |
Kwin will detect magic on the figure specifically. If it does not detect as magic, he'll reply to Dobin "This is a dark lair devoted to Orcus. Minions here wouldn't need a reason to poison something other than to wreak havoc."
GM - Mark Garringer |
Kwin detects no magic on the statuette.
I am not sure who added those, I almost removed them at one point thinking I left them. Probably just visual reminders of unexplored areas?
GM - Mark Garringer |
You guys can feel free to mark up the map however is helpful :)
Rose Silversting |
green rectangles work for me. I just didn't want to walk into a trap!
-Posted with Wayfinder
GM - Mark Garringer |
Following the corridor, you climb down then back up the collapsed portion of the path and continue around the edge of the room that contained the strange damn-snake thing. The corridor comes back west to a doorway and continues south with another doorway just on the edge of your vision.
WM: 1d20 ⇒ 15
Using your standard checks, the door appears safe and unlocked.
GM - Mark Garringer |
The party opens the door, to reveal a long hallway connecting to another door 55' to the west. It connects back to a room you encountered much earlier during the day...
Opening the door at the end of the hall, you enter a 70' x 50' diamond shaped room. The floor of this room is five feet lower than the doors, and the entire floor burns with two foot tall flames! The ceiling of this room is about 20' high, and hanging from the ceiling every 10' is a length of chain about 15' long. Just inside the door frame is a small button. At the far end of the room, directly across from the western door is another door. There are two doors at the same level (5' above the floor) in the south wall.
Kwin Avassar |
"Ah, we've come to the other side of this room! So, if we go back to the corridor" he says, pointing back the way we came, "We can continue south and perhaps arrive at those doors" he says, pointing to the two doors on the south wall, "from the other side of them. Or, if we take some time to recuperate from the fatigue of our searches so far, I can cast that summoning spell again. Another elemental could press these buttons for us while we wait at a reasonable distance."
GM - Mark Garringer |
Perception (Rose): 1d20 + 11 ⇒ (12) + 11 = 23
Perception (Miette): 1d20 + 10 ⇒ (4) + 10 = 14
Perception (Rose): 1d20 + 11 ⇒ (14) + 11 = 25
Perception (Miette): 1d20 + 10 ⇒ (13) + 10 = 23
The southern hallway continues further than you can see still. Searching the door, you find it to be safe and continue, only to reveal another short hallway and a second door behind that. Again searching the door (safety first!) you find it to be safe and continue onward!
As soon as the party enters this room, several candles in small wall alcoves ignite, dimly illuminating the room. In the center of the room there is a square red carpet ten feet by ten feet in size.
Rose Silversting |
"That's not creepy at all," says Rose. She looks around for signs of movement or danger. Perception, Guidance: 1d20 + 12 ⇒ (17) + 12 = 29
-Posted with Wayfinder
Kwin Avassar |
Apparently oblivious to her tone, Kwin replies "Really, I have to say I found it quite creepy. Which is saying a lot considering what else we've seen here."
Standing to one side of the door, Kwin casts detect magic around the room. Then he'll start casting detect poison, starting with the candles and their alcoves and then moving around the room.
GM - Mark Garringer |
The candles give off an evocation aura, and the rug gives off an enchantment aura.
Rose does not notice anything dangerous, but she does notice that there are some wrinkled spots in the rug.
Jericho Greywind |
Jericho does not bother getting too close to the enchanted rug. "Tired of getting attacked by inanimate objects. First, we got attacked by a wall. Don't want to make it a rug next. I like enemies that can bleed."
Kwin Avassar |
"An enchantment magic upon the rug most likely means a trap of sorts. Enchantments are a type of magic that alter your mind in some way. Perhaps it would cause one of us stepping up it to turn and attack the rest of us? Later, when we use magic to sweep this level for secret doors, I will be prepared to conjure an elemental to test it for us. It may be that it is an enchantment that we want to take it and sell it. Or it may be purely malicious, and we'll want to burn it. For now, let us seek foes that, as Jericho put so eloquently, can bleed."
TL;DR: Let's leave it for now, and later on Kwin can have an elemental test it out."
Kwin consults the journal book where he's been making notes and mapping.
"Back where we battled the gnolls, there were a couple of doors we bypassed. Why don't we check those out. After that, I can recover spells that will allow me to have some elementals assist in exploring the fire pit room."
I moved Kwin's icon all the way back to the place I'm referring to if everyone agrees with doing that.
GM - Mark Garringer |
Going back to the area where the party encountered the gnolls...
WM: 1d20 ⇒ 5
Perception (Miette): 1d20 + 10 ⇒ (17) + 10 = 27
Perception (Rose): 1d20 + 11 ⇒ (4) + 11 = 15
1d4 ⇒ 1
While marching back, as you near the strange pit/teleport room you encounter several giant ants skittering around the hall, mandibles clacking!
Dobin - Init: 1d20 + 1 ⇒ (15) + 1 = 16
Jericho - Init: 1d20 + 1 ⇒ (16) + 1 = 17
Kwin - Init: 1d20 + 2 ⇒ (5) + 2 = 7
Miette - Init: 1d20 + 9 ⇒ (19) + 9 = 28
Parfin - Init: 1d20 + 2 ⇒ (8) + 2 = 10
Rose - Init: 1d20 + 3 ⇒ (18) + 3 = 21
Giant Ant - Init: 1d20 + 0 ⇒ (4) + 0 = 4
Round 1
Party
Ants!
Party up!
Parfin Groud |
Parfin moves up and readies an attack against the first critter to enter his reach!
Attack: 1d20 + 7 ⇒ (15) + 7 = 22 for Damage: 2d6 + 10 ⇒ (2, 2) + 10 = 14
GM - Mark Garringer |
Jericho moves up and cuts open the lead ant!
Parfin moves up and readies his deadly earthbreaker, while Rose adds cover to the half-orc.
Miette moves up and fires her crossbow at the giant ant further down the hall, but the small bolt glances off the carapace.
Attack (giant ant): 1d20 + 7 ⇒ (6) + 7 = 13 *miss*
Dobin and Kwin are up!
GM - Mark Garringer |
Kwin's arrow hits!
Round 1
Party
Ant #1 - 20 damage taken
Ant #2
Ant #3
Ant #4 - 5 damage taken
Dobin is up!
GM - Mark Garringer |
The ants move in on Jericho!
Attack (Jericho): 1d20 + 3 ⇒ (14) + 3 = 17 *miss*
Attack (Jericho): 1d20 + 3 ⇒ (4) + 3 = 7 *miss*
Round 2
Miette tries again to put a crossbow bolt into one of the ants!
Attack (Ant #4): 1d20 + 7 ⇒ (7) + 7 = 14 *miss*
Party
Ant #2
Ant #3
Ant #4 - 5 damage taken
Party up!
GM - Mark Garringer |
Parfin moves up and slams the ant into the floor, but the insect fights on!
Party
Ant #2 - 14 damage taken
Ant #3
Ant #4 - 5 damage taken
Jericho, Dobin, Rose and Kwin are up!