Casimir |
Kalev, you knowledge of the creatures of these lands is wast. Surely you know what we face.
Knowledge (Nature) - Aid another 1d20 + 5 ⇒ (11) + 5 = 16 plus inspire competence (+2) to Kalev's knowledge nature check
Kalev Lehola |
Kalev, you knowledge of the creatures of these lands is wast. Surely you know what we face.
Knowledge (Nature) - Aid another 1d20+5 plus inspire competence (+2) to Kalev's knowledge nature check
Knowledge Nature (with +4 from Casimir) 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15
Sadly, I have little knowledge about bats, but most animals fear fire, so that might be an idea, Kalev says, shruging apologetically.
Malthir Al Dagon |
Okay, lets get on with it then, everyone get their alchemists fire out. I will walk into the chamber and toss a vial at it. They will probably retaliate and as soon as they do everyone hit it with their fire and lets see if we can drive these bats out. Just try not to hit me. Cas, why don't you take an extra vial since you seem to have the best aim. We should have about 8 vials left out of our original 12 right? Any better suggestions?
Malthir Al Dagon |
"Why waste one of our vials of alchemist fire if a bundle of smoking grass will accomplish the same purpose? A few minutes of gathering grass and a torch should smoke them out. Don't you think?"
Will they return as soon as the smoke clears? We would have to wait until the smoke clears as well. I was tyring to preserve the spells we had just cast but if not then that sounds fine as well.
Malthir Al Dagon |
After being told about the bats, I guess we can save the flasks and wait for nightfall. Fenna could actually get some of her spells back then as well.
We will back off a couple hundred feet from the entrance and wait for the bats to leave unless someone has an objection?
Seems like no one really wanted to fight the bats anyways except for Malthir...
Kalev Lehola |
Sorry, I assumed the same, so saw no point in a post saying "Bat's are nocturnal, let's wait till they leave in a few hours", but that's what Kalev said :)
DM Alexander Kilcoyne |
Sure enough, after a few hours of waiting untold hundreds of tiny bats fly out of the crypt in order to hunt. Your not entirely sure how much time you have before they return though.
The crack beckons... In particular make sure to note the light sources etc. your using as its pitch black inside.
Fenna Thistleswade |
"It may also be best to use the time we wait to heal some of our wounds," Fenna suggests as the guardians settle in for their wait.
A CLW for Dandelion and a CMW for Fenna and Kalev seems a good idea, how about everyone else?
Kalev 2d8 + 5 ⇒ (1, 4) + 5 = 10
Fenna 2d8 + 5 ⇒ (5, 1) + 5 = 11
Dandelion 1d8 + 5 ⇒ (2) + 5 = 7
Malthir Al Dagon |
Malthir is only down 2 points currently. Don't forget that everyone healed at least 5 points for resting overnight although the dog was probably a little less +5 points if you got the healing kit.
Malthir Al Dagon |
As Malthir begins to enter the crypt...Do you think that there could be any traps in this thing? We haven't done a lot of dungeon delving but I have heard they trap these things to keep thieves out. Should we send ahead one of Fenna's creatures to try and set off any traps...
Kalev Lehola |
Well, I've a bit of experience with traps and snares, but only the kind hunters use. We could proceed carefully and see if we can discover if there are any, so as to conserve Fenna's powers, but it would take time and we can't be sure to find any traps.
DM Alexander Kilcoyne |
Malthir leads the group into the crypt by torchlight through the guano filled octagonal room. A few bats flutter out of the cave and brush past your heads as you enter, but other than an unpleasant feeling they do you no harm. You push on down the short corridor into some kind of central chamber. Four tunnels exit this octagonal chamber in the cardinal directions. Four large, monstrous faces, carved from stone, leer and grimace from each of the walls between the tunnel entrances. A skeleton sprawls facedown in the middle of the room.
The stone faces are crude representations of the four winds incarnated as malevolent elemental spirits.
The skeleton is wearing a white ring on his or her bony left hand, difficult to spot against the pale bone.
Malthir Al Dagon |
assist in perception 1d20 - 1 ⇒ (4) - 1 = 3 lol's
Take a 10 in knowledge religion for a 15.
Edit: not liking the look of the skeleton, Kalev, why don't you have a poke at that skeleton with your Ranseur?
Casimir |
Careful! Whatever killed that guy may still be a threat. It could be some sort of trap connected with those faces, or some of the undead. For all we know, he could animate and attack us if we get to close.
I suggest we take a very careful look at the floor and walls before we proceed, and perhaps send a summoned creature ahead like suggested. Probably also a good idea to check for magic traps - Arcane Insight!
Detect Magic - Scan the room carefully for at least three rounds.
Knowledge (Arcana) 1d20 + 5 ⇒ (13) + 5 = 18
DM Alexander Kilcoyne |
I should note the ceiling is only seven feet high in all the rooms unless I say otherwise btw.
A ring on the finger of a skeleton that you didn't manage to spot glows with magic- you are able to identify the aura as a faint conjuration aura. The four stone heads also glow with magic, one faint aura on three statues and two faint auras on the north-east statue. You aren't able to identify the aura's on three of the heads, but one of the two aura's on the north-east statue head is a faint evocation aura.
Casimir |
Ilya, you may want to take a look at this though Detect Magic. There are several arcane auras surrounding the statues, but I am unable to identify them all. There are definitely some faint evocation, and the skeleton is wearing a magic ring as well - faint conjuration.
Inspire competence - +2 to Ilya's knowledge (arcana) check
Ilya Shukhov |
With a flick of his wrist, Ilya uses prestidigitation to pull the ring through the air towards him. Muttering in arcane tones, he casts detect magic and the elven wizard's eyes flash a deep blue as he examines the ring.
Appraise 1d20 + 20 ⇒ (8) + 20 = 28
Spellcraft 1d20 + 15 ⇒ (6) + 15 = 21
Knowledge (arcana) 1d20 + 17 ⇒ (15) + 17 = 32
Casimir |
There is definitely something wrong about these statues. I think Malthir's suggestion about backing up and letting a summoned creature cross between them has merit. If that does not do anything, we should move past them very carefully.
Ilya Shukhov |
Ilya pockets the ring into his belt pouch. "It has some minor magic that doesn't help us right now. We can liquidate it later. For now, these statue heads are giving me cause to worry. All four have faint necromantic auras, while the northeast statue bears a second aura of evocation. This is most assuredly a trap."
Fenna Thistleswade |
Knowledge(religion) 1d20 + 6 ⇒ (9) + 6 = 15
Perception 1d20 + 11 ⇒ (2) + 11 = 13
"Hmm," Fenna muses, "this does appear to be a trap, I shall call forth a celestial hound to discern the effect once Kalev has had a chance to look for a trigger... perhaps the depictions of the four winds holds a clue as to the method by which we may avoid harm."
Do the winds correspond the the directions their adjacent tunnels head?
Fenna Thistleswade |
Fenna offers a prayer to Aroden, asking for the assistance of one of his servants to reveal any dangers which lie ahead.
Upon the final syllable of her prayer, a golden maned hound appears between the four scowling faces...
Malthir Al Dagon |
Casimir wrote:The celestial branch of PETA is going to be picketing our castle in the morning.I would mix in some fiendish creatures too, but it wouldn't do to offend Malthir :).
He is fine with you summoning them in as long as he knows they will die a horrid, painful death because of some type of acid/flame trap!
DM Alexander Kilcoyne |
The hound stands somewhat bemused in the centre of the chamber for a mere moment before magical rays fly from each of the statue heads, and magical flame bursts out with a roar of sound from the north-east statue along with a ray. The rays narrowly miss the hound, but the celestial creature is bathed in flames.
1d20 + 4 ⇒ (3) + 4 = 7
2d4 ⇒ (1, 4) = 5
1d20 + 5 ⇒ (3) + 5 = 8
The flame spell is burning hands, the rays are rays of exhaustion.
You begin to hear movement from the other three tunnels, converging upon you...
Unless your retreating, you have a single round's worth of actions. The hound is down 5HP and will have two rounds duration left when we go inti init next round.
Malthir Al Dagon |
Malthir will draw and down a potion of shield of faith +2, 1 minute duration. Current AC is now 26. Weapon is still not drawn in case I want to cast my bless spell.
EDIT: If I can I will take a 10 on Spellcraft. Otherwise here is the roll: spellcraft 1d20 + 6 ⇒ (14) + 6 = 20
Kalev Lehola |
Kalev will ready an attack against anyone getting within reach of his ranseur, as well as take attack of opportunities against creatures provoking. I'm out for the rest of the evening, so Alex, you are welcome to DMPC Kalev, if necessary.