Randtam |
I look at Uuranx. You seem to have a different aura around you. Would you like Alamin to help a fellow Paladin don his armor?
To Group: I believe I still have three flasks of Holy Water. Maybe we should see the Clerics to inform them of the evil we have met and contained. Why not see if there are any other items they can give/loan to help us. Possibly restoration type potions, already used mine. I think I am fully healthy but not quite sure.
Apparently so important it needed to be sent twice.
Vraxel |
"I suspect the clerics have already given us what aid they can, but if the rest of the group wants to pay them another visit, I will accompany the group, we seem to fair better when we stick together. We might ask them if anyone has a map or diagram of the old prison, someplace must have records from when the place was built?"
"Nine hells Uuranx! No armor? Have you lost your mind? Did one of the skeletons hit you in the head too hard during the melee?"
Uuranx |
Scratching his head, "Well, now I know kinda see why Lorrimor laughed at me when I said I was gonna be a Paladin forever..somehow he could sense this arcane magic burgeoning(completely Orcish vocabulary) within me...he had talked to me before of sorcery, I listened and found it interesting...I don't know where this will lead me, but I owe it to Lorrimor to find out...In the meantime I think I'll be armoring myself with magic...crazy.
Randtam |
absolutely wondering about sorcerer....there is only one spell caster here...
Planchette question,
Is Uuranex Sorcerer level a good choice for the cleaning of the evil spirits of the Prison?
Alamin Silvergleam |
The Temple could maybe supply us with more holy water, but I don't think they would be willing to part with any more significant items without receiving something in return. I still have a few scrolls, my spells, and Sarenrae's daily pulses. If we take our time, we should be able to rid that prison of its infestation of evil.
Vraxel |
"Enough talk, I'm itching to stick a dagger in something, let's go!"
Vraxel |
Does anything look different from when we were last here? Do I notice any fresh tracks?
perception: 1d20 + 11 ⇒ (16) + 11 = 27
survival: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Randtam |
I am ready. Did we go get more flasks of holy water? If not I have three.
I shall look too.
perception: 1d20 + 8 ⇒ (7) + 8 = 15
Before we left I did a lot more reading in the Professors library to understand how to defeat haunts and undead.
arcana: 1d20 + 10 ⇒ (10) + 10 = 20
Carrion Crown CAW |
Nothing appears different from your last visit outside of the rat corpses having been picked over by carrion birds. The feeling of brooding evil remains on this unholy place.
The party did not pick up any more water.
Vraxel |
Head back to where we left off.
Vraxel |
"Who is up for exploring the charlatan's cell?"
Alamin Silvergleam |
Something about sleeping dogs comes to mind here. I'd rather look for more active dangers that may threaten the town. If he's content to sit in his cell, I'm content to leave him there.
Vraxel |
Ok, no dog humping for Uuranx this time. I will take the lead going down the stairs then.
Vraxel |
Go down to the door and check for traps. If no traps listen at door then open if no sounds heard.
findtraps: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
listen: 1d20 + 11 ⇒ (2) + 11 = 13
Carrion Crown CAW |
The area appears safe enough. Hearing nothing at the door, you open it to reveal a hallway running N/S that has double doors at the N end, a single door each in the NE and NW, double doors at the S end, double doors immediately S of the door you just opened on the E wall, and a door in the SW corner.
Vraxel |
Go to the closest door and look for traps, then listen if no traps, then open if nothing heard.
findtraps: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
findtraps: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Vraxel |
perception: 1d20 + 11 ⇒ (16) + 11 = 27
Do I see anything of interest?
Randtam |
Whispering in Vraxel's ear WHY IS THERE SMOKE IN THIS AREA. II
Luminary SMOKE. IS IT REAL?q
[
I hate gargantuan creatures without body. Especially creatures called "Smogma"
I am worried to go anywhere now.
Vraxel |
"Bugger a dragon with a hot poker Randtam! I thought you were supposed to be the smart one in our group, the whole prison burned, wouldn't that explain the smell of smoke?"
Vraxel |
Go to the next door and open it.
Carrion Crown CAW |
You open the double doors to the South:
"Streaks of mold stain the walls of this foyer, and the floor below is a thick, gray carpet of fungal growth. Sturdy wooden doors beckon from every wall."
There are double doors in the EN wall, a single door in the ES wall, double doors in the SW wall, and a single door in the middle of the W wall.
Vraxel |
Skip this room, close the door, move to the next door and open it.
Vraxel |
Which way do you want to go Randtam?
Vraxel |
"Damn wizards, I'm gonna live to regret this."
Go back to the fungus room and enter it. Head for double doors on SW wall.
Carrion Crown CAW |
As the group traverses the room towards the wall, they notice that the fungus kicks up as they walk through it and spores float throughout the air. Some of the spores land on your skin and clothing. You try to cover your mouths to avoid breathing them in.
You are almost to the doors when you hear the shrill screams of several men. Images of badly-burnt faces of shrieking criminals rush out of the wooden doors and flow through out the room. Their cries get louder and louder and you notice that all the doors in the room are opening and slamming violently.
Randtam |
Love it when i move forward and sh#@ happens:) All i said was hi.
battle on. put ear plugs in and percieve.
p: 1d20 + 58 ⇒ (7) + 58 = 65
Vraxel |
"The room with the harmless fungus will be beneficial for our pouches he says."
Ready myself for combat.
Carrion Crown CAW |
The initial screeching turns in to a low continual moaning and cries of anguish. The doors stop banging to and fro and you can hear an audible *click* as the locks turn.
The spores continue to float in the air, even more agitated by the swinging doors. It's almost impossible not to get some in your eyes or mouth as you stand in the middle of the room.
Vraxel |
Locks turn? As in doors closed and locked and we are trapped inside?
Head for the double doors on the SW wall. Will pick the lock if it is locked.
disable: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
(If we all die of fungal infections, I am going to chase Randtam through the nine hells! I think I have athlete's foot already, my hairy toes itch.)
Carrion Crown CAW |
Indeed the doors are closed, locked, and your are trapped inside. Drums in the deep!
The double doors on the SW wall are locked tight. You pull out your equipment and prepare to disable the lock. As you set up the doors swing wildly!