baldwin the merciful |
Omar investigates the area and figures out how to work the instructions in reverse while standing in the 10 foot chamber. You are able to work around the blade barrier trap that triggers with touching the wrong wall.
Sargon The War Sage |
Sargon are the mirror images still present?
Yip they are a permanent effect
Perception: 1d20 + 26 ⇒ (18) + 26 = 44
Will: 1d20 + 19 ⇒ (4) + 19 = 23...Just in case this is a dominate, it triggers his contingency
Will: 1d20 + 19 ⇒ (2) + 19 = 21...Too funny
Reyondelee |
Rey looks around feeling a bit out of sorts as she's still not sure if they are facing an enemy or just the wind.
Perception: 1d20 + 23 ⇒ (1) + 23 = 24
Will Save: 1d20 + 15 ⇒ (16) + 15 = 31+2 if it's versus an enchantment
baldwin the merciful |
When everyone, including your doubles, pile into the 10 foot room it feels crowded. Especially since it's difficult to tell the mirrored double from the real flesh and bone. Everyone notices Sargon is sweating and he, and his double, begins to tug on his collar trying to get some air flow. His eyes are glossy and he looks a bit weak kneed.
Sargon The War Sage |
Gah, Hurry up with that would you Sargon says to those working on the door in an irritated tone
I want out of here NOW!
Sargon The War Sage |
So Hot, So Crowded We Must Get Out Of Here!
Hey Baldwin, can Sargon cast spells
baldwin the merciful |
Gauthier places his calming hands on image of Sargon. It disappears for moment but Gauthier quickly shuffles to the real Sargon to ease the sorcerer's concerns.
which Sargon: 1d2 ⇒ 2
1 = real
2= image
baldwin the merciful |
Sargon: yes can you spellcast when in that condition but it will take a concentration check.
Just as Gauthier begins to calm Sargon, Omar gets the door open. Sargon bursts out the confined space and starts to huff and puff while fanning himself. Within a few moments he regains his composure.
Reyondelee |
You all right boss? You're usually not so easily rattled. In fact, I'd say one of your premiere character traits is "not easily rattled." Anybody have detect disease prepared? Reyondelee asks the group at large.
baldwin the merciful |
Omar gets the door open and Sargon burst through into a long hallway with a stairway heading up. It appears as if they ascend roughly 40 feet. The area does look familiar. I take it you are going to head up the stairs?
Corridor Hallway
*There is large compass rose on the page for reference.
baldwin the merciful |
Omar leads the group up the stairs and soon the group is at a "T" intersection. The area fits with Rey's previous drawings. According to those sketches to the left is the "Pool Room" you came through. It had one long and one short pool and according to the drawings there were two unexplored hallways within that chamber (one to the north and one to the south). Rey's notations by the large pool state "BEWARE Colorful Fish!" and the notations by the small pool indicates "Undisturbed Coins."
The other half of the "T" intersection has not been explored.
Sargon The War Sage |
Any place is better than that hot closed in room
baldwin the merciful |
The other side of the "T" quickly dead ends. After a bit of searching Omar discovers the secret passage. With a bit of finesse he gets the door open which reveals...
Rows and rows of pillars in this dark chamber, they are fashioned to look like huge coiled snakes. Unlike snakes though the heads are carved to look like various animals and humanoids.
What are you doing?
Reyondelee |
Rey takes out her mapping kit and turns it around in her hands for a moment, then begins to sketch the new areas. Yes this seems right. Not sure how we got so turned around in that little room, but we seem to be right back where we were before. She says as she sketches and writes notes, doing her best to remember all the twists and turns they encountered most recently, including fog, snakes, pillars, etc.
Craft Mapmaking: 1d20 + 9 ⇒ (19) + 9 = 28
Sargon The War Sage |
It looks as if we are whittling down our options, this is good.
Reyondelee |
2 people marked this as a favorite. |
I've found, over the years, that the deadliest snakes are the ones that gentleman hide in their trousers! Rey says with a wink, hoping to lighten the mood just a bit.
baldwin the merciful |
Omar you don't notice any traps but you've seen enough snakes from the last room to last you a life time. As your eyes scan the pillars, Rey makes like of the situation, and the tension diminishes slightly.
As a group where are you heading and what are you doing? Use the last map for reference.
Dragox |
Dragox votes yes, but I prefer to let the trap spotter make the call. I don't want to declare an action for him and end up killing him.
baldwin the merciful |
stealth, invis: 1d20 + 28 + 40 ⇒ (10) + 28 + 40 = 78
Omar enters the room, Dragnox nearby, and the others follow. Each snake with it's unusual head heightens the nervous parties senses.
*Everyone can make a perception check.
baldwin the merciful |
Omar: 1d20 + 7 ⇒ (8) + 7 = 15
Sargon: 1d20 + 16 ⇒ (11) + 16 = 27
Gauthier: 1d20 + 3 ⇒ (20) + 3 = 23
dragox: 1d20 + 2 ⇒ (19) + 2 = 21
Rey: 1d20 + 4 ⇒ (16) + 4 = 20
Baddie: 1d20 + 8 ⇒ (7) + 8 = 15
NOTE:
There is a potential Surprise RD first depending on perception checks.
DMPC gauthier perception: 1d20 + 34 ⇒ (20) + 34 = 54
Initiative Order:
Sargon
Gauthier
Dragox
Rey
Baddie
Omar
Sargon The War Sage |
Perception: 1d20 + 26 ⇒ (7) + 26 = 33
baldwin the merciful |
The party ventures into the chamber eyeballing the strange pillars, when you hear the floor crack. A field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. The tentacles will get each person, plus their mirror images (excluding Guathier's mirror image)
CMB, str, size: 1d20 + 12 + 4 + 1 ⇒ (17) + 12 + 4 + 1 = 34
versus your CMB.
damage if grappled: 1d6 + 4 ⇒ (1) + 4 = 5
I haven't looked at your character sheets lately so I'm not sure if anyone has an ability/magic to avoid the grapple.
DMPC Guathier's CMD is 33, and he has a Freedom of movement ring.
Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.
If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.
The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.