"Most unsavory! Worse than giant mosquitoes." Another force missile streaks away from Numair's outstretched hand, once again striking the stirge on Makin and killing it.
Seeing that his tactic has been successful, Faysal keeps moving further into the room, trying to attract stirges, but avoid stepping in anything icky.
Haldo stands up and stabs at the strige that is chasing Faysal, but misses the tiny beast.
Makin, seeing the insect on him fall to the ground dead swears loudly in Kelesh and stabs at the insect on Remos, also missing.
"GET OFF!" Remos orders the bug, continuing to stab at it and connecting in s swipe that crushed the insect in a bloody pulp against his body.
The remaining intensifies it's desire for halfling blood and latches onto Faysal sucking his sweet blood. 1 CON damage
I improved a bit since one stirge was dead and the fact Haldo was free was a little vague. Next round map
Faysal tries top dislodge the beastie using the tricks taught him in the monastery. CM to break grapple: 1d20 ⇒ 15
Edit: Ha!! Take that!!!
Do I get my Combat Maneuver Defense bonus from Defensive combat training on this? Prolly not, but it would make it much easier to get free :) Effing Stirge must have rolled really well to get past my Sanctuary :(
Faysal tries to dislodge the beastie using the tricks taught him in the monastery but is unsuccessful.
"Hang on, Faysal!" Haldo swings at the bloodsucker and with Makin's help is able to kill the list insect.
Makin runs over to assist Haldo.
Remos runs over to the little man's side in time to see the stirge fall to the ground.
Numair smiles, not having to use his magic again.
Haldo chops up the dead parasite for good measure.
"Dammit! Is there nothing in this blasted desert that doesn't annoy, kill, or do both? Alright, what's in this room? Anything we can use against the pugs?"
The fighter pokes around the debris with his sword.
Haldo chops up the dead parasite for good measure.
"Dammit! Is there nothing in this blasted desert that doesn't annoy, kill, or do both? Alright, what's in this room? Anything we can use against the pugs?"
The fighter pokes around the debris with his sword.
You find 43 gold, a silver bowl and a hollow mithril tube a bout a foot long.
Faysal ponders his spell casting options to help the group, and looks around at the decorations to glean more information.
Sadly, I have no spells to restore the lost CON right now. Anyone need regular healing?
This was probably once a meeting room for the monks that lived here, but is now a very dirty room.
Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.
Haldo chops up the dead parasite for good measure.
"Dammit! Is there nothing in this blasted desert that doesn't annoy, kill, or do both? Alright, what's in this room? Anything we can use against the pugs?"
The fighter pokes around the debris with his sword.
You find 43 gold, a silver bowl and a hollow mithril tube a bout a foot long.
"Here, let me examine those items." Numair casts detect magic on the bowl and tube.
Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as [b]lesser restoration [\b].
Too bad I don't get that until next level :P
Faysal nods in agreement at Haldo's suggestion "Never good to leave something interesting behind you".
Haldo chops up the dead parasite for good measure.
"Dammit! Is there nothing in this blasted desert that doesn't annoy, kill, or do both? Alright, what's in this room? Anything we can use against the pugs?"
The fighter pokes around the debris with his sword.
You find 43 gold, a silver bowl and a hollow mithril tube a bout a foot long.
"Here, let me examine those items." Numair casts detect magic on the bowl and tube.
Spellcraft to identify the tube (I don't see why Faysal can't Aid Another, but I'm no expert on the rules.)1d20 + 10 ⇒ (5) + 10 = 15
"We can move on in a moment. Allow me to try and see what this item is, first. Then I agree we should check the sealed door, and then finish off the vermin in the chapel."
'Okay then, once Numair is done I'll show you the door. But let me have a look before you go in, if the door is sealed there may be traps. Then again it could be just a closet with an old swollen door!'
Spellcraft to identify the tube (I don't see why Faysal can't Aid Another, but I'm no expert on the rules.) 1d20+10
"We can move on in a moment. Allow me to try and see what this item is, first. Then I agree we should check the sealed door, and then finish off the vermin in the chapel."
neither of you are able to ascertain the true nature of the item.
Spellcraft to identify the tube (I don't see why Faysal can't Aid Another, but I'm no expert on the rules.) 1d20+10
"We can move on in a moment. Allow me to try and see what this item is, first. Then I agree we should check the sealed door, and then finish off the vermin in the chapel."
neither of you are able to ascertain the true nature of the item.
"Dammit. I cannot tell what this is. Well, later then." Numair slides the metal tube into one of his pouches, unless someone strongly objects.
"Fine, then let's get this over with. Exploring this place grows very tedious."
Can I make and aid another Disable Device check to try and guide them to hit the door in the right place, or damage the hinges to make it easier to kick in?
not sure if I stated this before but there is a lot of mold growing out around the door, it is not dangerous and a common mold but none of you have ever heard of it growing in such a random way in the wild before.
"RAAAHHH!" Remos throws shoulder against the door.
STR: 1d20+4
Remos lams into the door which creaks with a high pitch hollow sound but does not budge. The sound strikes a cord in Numair's memory and he pulls out the hollow mithril tube, points it at the door and taps it with his ring. It lets off a low reverberating tone that end up at a much higher pitch as it started. The door lurches open as if opened by the sound itself.
Beyond the door a dark mold encrusted stone stairway leads down into the earth.
the tube is a chime of opening with one less charge
"Well, I'm glad I thought of that. Here I'll help with the lighting." Putting the chime back in his pouch, Numair says a few arcane syllables and a few lights, about as bright as torchlight, pop into existance.
cast dancing lights and keep them in front of the group, renewing the cantrip every minute.
I just like watching disparate people, with widely disparate talents, suddenly meld into a cohesive whole. Notice, there was no debate over IF we should explore, we just fell in and moved out smartly, each in roughly our customary place.
As you file down the stairs in the barely illuminated room:
This chamber seems to be an enormous laboratory. Against the north and south walls are two identical daises raised about five feet from the laboratory floor, each accessed by a wide set of curved stairs. Atop each dais is a wide workbench covered in a bewildering series of glass beakers, tubes, alembics, athanors, and other alchemical tools. Some of these containers are filled with a murky green substance.
A massive mold-encrusted basalt table dominates the entrance of the room, flanked by two small tables to the east and west containing surgical tools and sheaves of old parchment. The walls of the subterranean lab were clearly fashioned from the living rock under the monastery, but carefully cut mold-encrusted tiles line the floor, interrupted occasionally by metal drains the size of dinner plates.