Warden of Doors |
DM Screen:
Your rest passes uneventfully in the archives. With a well-chosen defensible position, keeping quiet throughout your rest period and a barred door, nothing disturbs you. Only those of you that have lived under the ceilings of Kaer Maga or the deep caverns under Urglin and the Cinderlands have fully gotten used to tracking time without a sun- it's disorienting and difficult to track time properly this far under the earth, with only your biological clocks to turn to. After a cold breakfast, you're ready once more to set out.
Kua |
"I've got no use for these tablets, but I will carry them. I will also use the cloak if there are no objections. It may help me avoid harm if I slip up when disarming a trap."
The dusk warden looks to Sister Mara as he finishes strapping on his pack."Let's see what treasures lie beyond that hidden door of yours."
Warden of Doors |
Cautiously, you return to the Great Pit and once more find the secret door Sister Mara had discovered previously... only to find it locked.
Since this would be a disappointing update, to say the least, after so long a break, I'm going to go ahead and assume that Sister Mara and Kua take 20 to get the door open.
Working in concert the half-orc and the undead hunter manage to coax the ancient lock open. Within is an almost bare room, only about five feet by five feet, with an ornately carved stone sarcophagus about a foot from the north wall.
DC 20 Knowledge (Arcana or History):
DM Screen:
Perception (SM, U,W, K, D, Y) 1d20 + 6 ⇒ (20) + 6 = 261d20 + 9 ⇒ (1) + 9 = 101d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (3) + 5 = 81d20 + 8 ⇒ (11) + 8 = 191d20 + 3 ⇒ (1) + 3 = 41d20 + 2 ⇒ (3) + 2 = 5
Sister Mara:
Detressa Venci |
“I have no objection to that Kua,” says Detressa. Her companions might notice that the priestess still looks a little sore and walks stiffly after her rest, her wounds almost, but not yet entirely healed – she saves her magic for when it is of benefit to more of the group. If no one objects, she will take Badang’s scroll of slow poison and suggests that someone who has already consumed their healing potion should take his potion of cure light wounds.
Warden of Doors |
As Kua approaches the sarcophagus, a snake made of interlocking iron plates lunges over the casket for the half-orc's face! Its eyes are pinpoints of red light, iron fangs dripping a clear liquid.
Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Sister Mara's warning was enough to keep it from getting a surprise round.
Warden of Doors |
Initiative Round One
Iron Cobra: 6
Sister Mara: 5
Uwais: 4
Waya and Kua: 3 (K- attack, miss)
Detressa and Yang: 2
I like to imagine the entire fight going in slow motion. It's a pretty tight room; I'm going to assume that only Kua, Uwais and Waya can fit into the room itself with Mara, Detressa and Yang outside.
The cobra lashes out at Kua, mouth gaping wide.
Bite: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 1 ⇒ (5) + 1 = 6
But the Duskwarden wards it off with the haft of his axe.
Actions?
Yangzhun Chen |
Question: is the room too tight for an enlarge person on Kua?
If there's room, Yang reaches in to touch Kua, and the half-orc suddenly grows in size.
Otherwise, Yang sighs and sends another force missile at another snake. "It would be good to use some of my spells, for once!"
damage 1d4 + 1 ⇒ (3) + 1 = 4
Sister Mara |
Godsmouth Ossuary Catacombs Map
Sister Mara raises her hand and calls forth the blessed flames of the Dawnflower to strike at the iron snake.
Standard action to unleash Fire Bolt at the iron cobra.
Attack (ranged touch): 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 ⇒ 1 (fire damage)
Warden of Doors |
Question: is the room too tight for an enlarge person on Kua?
If there's room, Yang reaches in to touch Kua, and the half-orc suddenly grows in size.
Otherwise, Yang sighs and sends another force missile at another snake. "It would be good to use some of my spells, for once!"
damage 1d4+1
Sorry, it's too tight. Only Kua and the snake can really fit in the room itself.
Warden of Doors |
Sorry about this guys, but I think I have to get a little more picky about line of sight for this fight. It's a tiny room off a room with a massive pit with a five foot walkway around it. This means that, at most, Kua can attack the snake in the room, Mara can throw a flame bolt and then step aside to allow Yang to step up with a magic missile. But that seems to be all we can manage, since you can't move, attack and then move again unless you've got spring attack or shot on the run. I'll let you adjust your actions before wrapping up.
Initiative Round One
Iron Cobra: 6 (miss)
Sister Mara: 5 (flame bolt- hit, step aside)
Uwais: 4 (hold action- no line of sight)
Waya and Kua: 3 (W- hold action, no line of sight, K- attack, miss)
Detressa and Yang: 2 (D or Y can attack at range)
Uwais Freedman |
Uwais reaches to Kua and places his hand on the Duskwarden's shoulder. "Strike hard, for Badang," he says to his companion. He gives a growl to Waya and retreats out of the way so more savvy combatants can close on the snake.
Cast Guidance on Kua, then move around the pit to behind Mara.
Sister Mara |
Godsmouth Ossuary Catacombs Map - updated to reflect Yang's position after firing force missle at the end of Round One.
Sister Mara will hold her action for Round Two until after Yang and Detressa act to allow for re-shuffling of positions.
Warden of Doors |
DM Screen:
Following the snake's assault, Sister Mara tosses a palm full of fire at the iron cobra, searing its iron hide but doing no real damage. Stepping aside, Uwais grants Kua a measure of primal insight, but the half-orc's attack goes awry just as Detressa's icicle is thrown off the mark by the cobra's sudden movement. Yang's force missile hones in on the serpentine construct, but some invisible force disperses the impact on the serpent's hide.
Round Two
The vicious construct lashes out once more at the Duskwarden.
Bite: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 1 ⇒ (1) + 1 = 2
It swiftly punctures a pair of holes through his forearm. Kua begins to feel woozy.
Fortitude save, Kua. Sorry for the long wait for an update.
Sister Mara |
Godsmouth Ossuary Catacombs Map
As stated above, Sister Mara will hold her action for Round Two until after Yang and Detressa act to allow for re-shuffling of positions.
Sister Mara |
Round Two:
Mara steps up to the position vacated by Yang and summons the blessed flames of Sarenrae to strike at the iron snake.
5 ft step to square AE-3. Standard action to unleash Fire Bolt at the iron cobra.
Attack (ranged touch): 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 (expending guidance - EDIT: oh well...)
Damage: 1d6 ⇒ 3 (fire damage)
Warden of Doors |
The tight confines of the hidden room combined with the snake's armor and speed seem to have thrown our heroes for a loop. Icicles, fire, staves and axes rain down on the construct, but none find their mark. It lashes out once again at Kua with its fangs.
Iron Cobra bite: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 1 ⇒ (1) + 1 = 2
But the half-orc's armor deflects the glancing blow.
Okay, next round.
Kua |
Growing ever more frustrated with the cobra's speed, Kua howls with rage and slams his great axe into the construct's back, attempting to detroy the thing with a single blow!
Power Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d12 + 7 ⇒ (4) + 7 = 11
Crit!! 33 damage!
Crit Confirm 1d20 + 3 ⇒ (16) + 3 = 19
Sister Mara |
"Well struck, Kua!" Sister Mara compliments the Duskwarden.
"Now let's see what's so special about this sarcophagus the cobra was guarding."
Sister Mara casts a minor spell to allow her to see magical auras as she moves into the small room to study the sarcophagus.
Cast Detect Magic to look for any auras while searching for traps. Perception check: 1d20 + 6 ⇒ (20) + 6 = 26; Disable Device (if needed): 1d20 + 5 ⇒ (6) + 5 = 11
Detressa Venci |
After Mara checks the sarcophagus for traps, but before anyone moves to open it, Detressa squeezes into the small room to take a closer look. “My religion frowns upon disturbing the rest of the dead for almost any purpose,” she says. “But if this sarcophagus dates from Thassilonian times, I would imagine that the intervening millennia have long since turned any remains to dust … and given our current mission we cannot overlook any chance at help or information.”
While she speaks she examines the Thassilonian carvings on the sarcophagus and walls for any signs of religious significance. Knowledge, religion: 1d20 + 6 ⇒ (13) + 6 = 19
Warden of Doors |
Detressa finds that the markings have little to no religious significance; from the prevalence of that seven pointed star symbol, it's entirely likely to be a Thassilonian coffin. Based on the placement of Pharasma next to the Runelords in that great cathedral you all passed through, it's likely the rulers of the ancient empire weren't exactly religious- just from the size and placement, the considered themselves equal to gods in their hubris.
Sister Mara pushes aside the lid, though her back is likely to be sore tomorrow. Within is an extraordinarily well-preserved human man with dark hair, a high forehead and expressive brows. He looks to be more likely sleeping than dead. He wears robes of deep emerald, a medallion of a seven-pointed star around his neck and fine bronze bracers around his wrists.
Yangzhun Chen |
"Master Chen? I think this may be more your area of expertise. Can you tell if this person is under some type of magical slumber, or if he's really dead?" Mara asks.
Yang looks over the body in the sarcophagus carefully, wheezing slightly as he does so. "It may be beneficial if someone were to check for magic, as well."
spellcraft 1d20 + 8 ⇒ (12) + 8 = 20
knowledge arcana 1d20 + 8 ⇒ (20) + 8 = 28
Warden of Doors |
When Sister Mara looks over the coffin with detect magic, the sarcophagus itself is not magical. The medallion around his neck has a faint aura of necromancy, however, and the bracers have a moderate aura of conjuration magic.
Yang:
Detressa Venci |
A feeling of tension settles in Detressa’s stomach as Mara pushes back the lid, and she gasps upon seeing an intact body inside rather than a pile of old bones or dust.
“Necromancy? Be careful,” she whispers. “I have heard stories of vampires lurking deep in the Undercity. What truth there is to such stories I do not know ...”
Detressa looks at the body for signs of life or undeath: Heal: 1d20 + 7 ⇒ (16) + 7 = 23, Religion: 1d20 + 6 ⇒ (15) + 6 = 21.
Assuming this guy isn’t either alive or undead, Detressa raises no objection to taking the items; she agrees that they are better in our hands than the enemies, and feels that after 10,000 years, Pharasma will have no particular objection to them taking objects of a people who did not appear to hold the goddess in proper reverence.