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.
Daniel you don't see any new threats in the room. Gerard you notice that the north is locked and that it looks similar to the one that was trapped. There is gap between the stone floor and the door bottom.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
I hate to suggest this but maybe we should close the door between us and Daniel/Gerard in case there is another trap.
Andrea does mostly close the door but puts a piece of wood or debris in between the door and the frame so it would shield them from anything like an explosion but not lock them out.
You've faced VS previously in the pathfinder guildhouse and you did do some research on vampires. You know the following:
Weaknesses
Vampire spawns cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire spawn—they merely keep it at bay. A recoiling vampire spawn must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire spawn at bay takes a standard action. After 1 round, a vampire spawn can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampire spawns cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a vampire spawn's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampire spawns. Exposing any vampire spawn to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire spawn equal to one-third of its maximum hit points—a vampire spawn reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire spawn's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Andrea Only, Part 2:
You also know there are some methods, primarily spells such as Protective Penumbra, which can protect those with vulnerability to sunlight.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Andrea relates the information under the spoilers to the others. So daylight, running water and staking and blessing of the severed head can destroy them forever. There is also magic they can use to help protect them from sunlight. If one lacks divine abilities, strongly present a mirror or holy symbol. Until they can force themselves to resist, they are held at bay.
Gerard opens the door, quaffing a healing potion, and steps through into a short hallway. There are two VS in the hallway, eagerly awaiting their next victim. They were basically waiting with a surprise attack for someone to step through the door.
The first one attacks:
slam:1d20 + 4 ⇒ (18) + 4 = 22;damage:1d4 + 1 ⇒ (3) + 1 = 4
Plus energy drain 1 level, DC 14 fort
The second one attacks:
slam:1d20 + 4 ⇒ (3) + 4 = 7;damage:1d4 + 1 ⇒ (4) + 1 = 5
Plus energy drain 1 level, DC 14 fort
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
HP 81/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +9/+4
Spells in Effect:Resist Fire-Communal(Everyone, 30 points 22 minutes)
Channels 5/6
Bit of Luck 7/8
Andrea moves to D-10 and Channels to cause damage
Channel DC21:8d6 ⇒ (5, 6, 2, 4, 3, 3, 3, 3) = 29
Gerard opens the door that he has unlocked. There foul stagnant air pressing on the rogue's face. He opens the door wider to reveal...
A chamber that is a low, natural cavern with a wide hole breaching the center of its ceiling. There is filtered dim lighting within the cavern coming form the hole. Periodic hints of fresh air wafting down from this opening are all that relieves the sewer stench rising from the fetid muck that covers the floor of this chamber. A cavern opening at the west end of the chamber has a portcullis that can be lowered to block it. At the east end is a stone landing which supports a heavy wooden block and-tackle system and a wooden door banded with iron. Foul effluvia trickles onto the floor of this chamber through small pipes that penetrate its walls.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Remember Daniel and Euphemia looked into a hole behind Walcourt and said it stunk like a sewer? This might be the place it lead to. *Phew* If so, this can't be the way we need to go.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Something in the cesspool? Perhaps a sewer dweller like the Outcast King from the Knot. We have no idea how deep the muck is and might be fighting in deep sewage if there is something in there. I say we don't spring the trap.