Epik |
Should we rest for the night so that Nowzai can regain his spells?
Ma'puande |
Ma'puande raises her hand "What do you need to open the door, it sounds like a spell is needed, perhaps I have one." She adds, sheepishly "I feel a bit like a third teat"
Ma'puande |
This is so not going to work...but
Ma'Puande thinks for a moment, then she bends down and picks up some dust from the floor, she then spits into the dust and grime on her hands and makes a bit of mud and smears it on the locking mechanism, then starts casting Bear's Endurance on the mud.
Using the skill Use Magic Device to substitute a different transmutation spell as the trigger.
Use Magic Device: 1d20 + 16 ⇒ (12) + 16 = 28
DM Fflash |
Magma's hammering on the door is akin to taking a hammer to a wooden door not a metal one as shards of the door fly in all directions.
The going is slow as the door is extremely large and thcick.
Ma'puande gets an idea and pushes Magma aside and puts all her effort into tricking the door, and the addition of burning spell magic aids a bit, but not enough. (Bonus of +1 per level of spell)
Collapsing in frustration, she leans up against the wall for a moment and then notices something odd. She feels a slight shimmer in the wall to the north of the door and hears the very faint zapping of the rays, but it feels right behind the wall, not in the northern room.
I know you guys are caught in a tough place, but I'm not going to DM rescue you. Need you all to come up with a plan. Ideas so far:
Others if you have them
Epik |
Let's go west then. We might find something useful.
Ma'puande |
Ma'puande agrees "do we know anything about this place?" As she follows the others, she starts looking around at her surroundings. "Do you think the Eye creature built this place? She has an item called "treasure hunter's goggles", it grants the spell like ability "detect secret doors" at will. So, she should see any she passes.
Nowzai al'Nazari |
Nowzai nods, "It appears this creature carved its lair into the very bedrock below Cauldron, but we had no idea it was here. We came into this place from the Mayor's mansion in the city above. The evil plaguing our city has proven elusive and deeply rooted."
DM Fflash |
Small point of clarification. The Mayor is missing, you are below is Lord Vhalantru's mansion. He was voted in as mayor pro temp following the disappearance of the real Mayor. He has been notably absent recently
@Ma'puande: the goggles still have to be activated and you have to spend a round or 2 concentrating as per the spell. It's not an "always on" kind of thing.
Jenya Urikas *NPC* |
"That should work! Let's get through before this door closes and we can't go this way at all. We need to move fast, maybe we'll get lucky and it will think we teleported out!"
Jenya, in a rare moment of taking charge, starts ushering everyone through the western door and waves at Nowzai with her fingers, "Cast the floaty spell. Let's go!"
DM Fflash |
Shortly after Jenya gets you through, the door rolls shut behind you.
With Nowzai's spell, you feather fall down to the bottom of the shaft where you find two more doors. The western one is emblazoned with a ruby and showing a depiction of a man inside a heart. The eastern one has an amber gem and depicts a snail.
Roll 20 updated -- pan due south from the shaft on the beholder level. Door/spell correlations added for journaling purposes.
Epik |
Epik scratches his head as he looks at the depiction. "The heart would seem to indicate love or attraction. Could this door require a charm spell to open?"
Ma'puande |
Spellcraft: 1d20 + 16 ⇒ (9) + 16 = 25
I don't really understand these doors, does it have to be the same spell or can a spell from the same school of magic work?
I have a few Enchantment and Transmutation spells, but not any Charm or Slow
DM Fflash |
Sphere of Water
Nowzai hits the door with a spell and it rolls open into a dome shaped room. Moist cool air hits you in the face. A foot below the opening to the door, the room is filled with blackish water that gently laps on the sides of the room. Another beholder door is in the north, a deep red garnet set in the design, engraved with another heart, but with a dragon inside. The heart is exactly the same as the one on the door you just came through.
Nowzai al'Nazari |
"Charm... dragon?" Nowzai asks aloud, clearly confounded. "That is not a spell I am aware of, and more specifically, not one I have read among a beholder's arsenal of eye beams. It is clear this creature is some variant, so perhaps it has some other spell-like abilities as well."
Epik |
Epik scans the room and detects evil. "Let's clear the room."
If there are no obvious threats he moves in for a closer look.
Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Epik |
Epik hesitates at the thought of swimming in his armor. ”Yes, let’s try the other door.”
DM Fflash |
Nowzai casts his spell and the door rolls open expectedly. A blast of foul air, rank with urine and animal smell hits you as you enter a room strewn with gnawed on bones, stray bits of straw and animal feces. You spy no actual creatures.
The irregularly shaped room has three circle doors. The eastern one directly across from you is the other side of the door at the bottom of the eastern shaft. The black onxy gem and image of a skeletal finger are the same here. The northeastern door has a blood red garnet and an image of a blade dripping blood. The southwestern door holds a topaz gem with an image of a prone man curled into a ball, head resting on his hands.
This room contains one other oddity and that is a set of bronze double doors emblazoned with a flame on shield symbol.
Epik |
Epik detects evil in the room and scans for danger. "Dalamus, you had better make sure there are no traps before we enter."
Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Epik |
Epik points to the double bronze doors to the northwest. He whispers to the others "Someone is there. Let's deal with this first."
He moves to the door and opens them when the others are in position.
DM Fflash |
Epik pushes open the doors and is hit with a wave of heat. The temperature on the other side of the doors is not one that a human could last in for long.
Sconces shaped like stony fists protrude from the walls of this twenty-foot-high chamber at regular intervals, each one grasping an everburning torch. A great, fire-scorched throne sits at the north end of the room. The throne is carved in the shape of a fire giant.
In the middle of the room, a tall woman with hair like flames swings her greatsword at unseen foes, seemingly oblivious to your presence. Her body is covered with a layer of rust-colored fur, and her eyes smolder. She is clad in a mithril breastplate, wears metal gauntlets, and has a large shield floating beside her, moving as she moves. A pink, rhomboid-shaped stone orbits her head lackadaisically, and she wears a red-lacquered armband on one upper arm. As she cleaves the air in front of her, you see that fire plays across one edge of her greatsword, ice across the other.
Across the room from her lie three massive ebony furred wolves that lie on the ground, heads on paws. All three train flaming eyes on you as you enter, but none move. They wear scroched mail barding and jewel-studded collars.
Suddenly the woman stops, looking barely out of breath. Casting a baleful glance at you, she walks over to the throne and sits down. From behind the throne emerges a normal-sized sneering wolf with flame-colored fur and red embers for eyes. Surprisingly, it is the wolf that speaks
“Flameless Ones, have you come to pay tribute to Ti’irok Coalfire?” the fiery wolf hisses.
Epik |
Epik looks skeptically at the wolf. "We have come to save the city of Cauldron from the tyrant Vhalantru. I pay tribute only to the Inheritor, but perhaps we can find common cause. Why are you here?"
Diplomacy: 1d20 + 18 ⇒ (2) + 18 = 20
He detects evil on the wolf and fire giant.
DM Fflash |
"No, brother, they've come to fight," the woman on the throne leaps up with her sword as the party starts casting spells, "Dreadful, Heinous, Malice ... Gak'tor!"
Roll initiative, none of your spells above are cast. Your opportunity for free casting was before the door was open. You can keep them as your first round action or change based on how
Warhound Init: 1d20 + 6 ⇒ (19) + 6 = 25
Khetru Init: 1d20 + 7 ⇒ (1) + 7 = 8
Aszithefl Init: 1d20 + 8 ⇒ (5) + 8 = 13