This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
So we can open the grate and examine that way or head to the beach. Since we are right near the grate, we might as well open it and then head to the beach.
With Quite some effort he raises the grate, Gerard can slide into the sewer tunnel (along with anyone else), this tunnel extends for a short distance that ends into a bricked over wall. After examining the wall Gerard can tell it's been sealed up with thick heavy brink and mortar. It is a deadend.
Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal
Sealed for security? Would it be worth using some sort of summon to break through it? They possibly would not be prepared for an attack from this entrance?
The paladin looks pensive but in truth he was anxious to keep moving. Azreal needed avenging.
The rogue's words float in the air. As the group huddles on the boat the situation begins to make sense, that the only sewer access has, in fact, been sealed thoroughly.
One thing that is noticeable is there is no opening above. You all recall there was a pit in the back of the building, and you've been advised that the pit permitted access, but it is definitely not in the cavern you are in.
A grotto lake ends here at a beach of dark pebbles, a canoe pulled
up on it. Beyond this landing is a room of mortared stone with two wooden tables and several chairs, sodden with rot in the damp atmosphere. A small, brick fireplace has been built into the east wall. A heavy iron-banded wooden door stands in the north wall.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Everyone, I can start protecting us with my miracles to shield against the elements and evil. I also can pray for a greater miracle that I have yet to ask for but it will take me 15 minutes. I ask if you believe I should start casting now or should spend some time praying.
I have one 5th level slot open that I can fill with 15 minutes or I can start buffing, what does the gang think? Buff now or wait a few minutes?
Everyone needs to make fort Save DC 20, to negate, as Gerard works on the door trying to disable the lock. (60 ft burst) Failure is str damage:3d6 ⇒ (2, 4, 6) = 12 as he did not perceive or disable the symbol of weakness.
Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal
Fort:1d20 + 15 ⇒ (18) + 15 = 33
The paladin feels the dark magic pull at his essence. For an instant it feels as through he is falling but then he feels a woman's hand touch his cheek.
He feels warmth, comfort...and strength.
He stands unaffected.
Imoedae. .
He looks about to see if his friends had fared as well.
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
Phem: 1d20 + 6 ⇒ (20) + 6 = 26 Frank: 1d20 + 4 ⇒ (16) + 4 = 20 "I lived with the Mother of Flies... but are you alright, Gerard?" Euphemia asks, wincing in tandem with her familiar.
Orsin suddenly feels a wave of weakness wash over his body. He bends to a knee laying, his long longsword drops form his hand as his equipment feels like a massive weight on his body. He should be at 6 Str now.
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
Euphemia steps over to an understandably upset Gerard and gives him a quick peck on the side of his face. She fusses over his clothes for a brief second, glares at the locked door, and then looks at her hands and sighs.
"I could use a spell, but it's a one shot. I really wanted to use it to, you know, cripple Ilner-what is his name again?"
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
Euphemia "tsks" at Frank, and then goes back to staring at the mechanism, activating her magical detection.
"If there happens to be anything else here of a magical nature, I'll take care of it. Unfortunately, Gerard, the mechanics are still your responsibility, as I hope you prefer me in one piece as supposed to minced by ceiling claws."
Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal
Daniel looks at the door, a little helplessly.
I have no skill at all with such tthings but will try the doors if you need.
I am encased in metal and might be best protected...
So Gerard is looking, hesitantly at the trapped door, Andrea comes over to detect magic. I need everyone to tell me which square they are in when she detects magic. Unless I'm told otherwise, I'll keep Orsin where he is in the back.
When Andrea casts her detect magic to look at the door area her spell triggers an acid fog trap, and a billowing mass of misty vapors roll out of door frame. This obscures sight and the solid fog is so thick that it impedes movement. Moving through a solid fog move is at half normal speed.
acid fog, know acrane DC 16, or spellcraft DC 18:
Acid fog creates a billowing mass of misty vapors like the solid fog spell. In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
Acid fog creates a billowing mass of misty vapors. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).
Creatures moving through an acid fog move at half their normal speed and take a –2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into acid fog is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while in acid fog. Acid fog, and effects that work like acid fog, do not stack with each other in terms of slowed movement and attack penalties.
In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.