
DM Jesse Heinig |

@Tronar: Typically when I want a Knowledge check, I'll hide it with a spoiler, so you'll see something like Spoiler: Knowledge (Arcana) DC 12, and you can read it if you hit the check.
Domeric concentrates but so far the only sense of evil is the vague uneasiness that permeates the whole complex.

Avendryl Silvermoon |

"Alrighty, that direction it is." Avendryl says heading into the room to the north.
"Give me just a few minutes here and I'll see if this door safe to open...from a traps perspective that is."
Take 20 searching the door for traps with a 29.

DM Jesse Heinig |


Avendryl Silvermoon |

"No traps, as best I can tell. Everyone ready?" Avendryl asks as he begins to open the door.

DM Jesse Heinig |

Avendryl peeks through the door to the next room.
(117)
A ten-foot alcove is in the northeast corner of the room. Its walls were once plastered and painted, but where the covering still remains, some sort of mold or similar growth has discolored it sufficiently to make the colors and subject matter undistinguishable. Bones are heaped in a pile in the alcove, and a disgusting odor lingers about the place. Torn cloth and old cushions are piled to form two tangled nests of bedding near the south door.

Avendryl Silvermoon |

"Yuck!" Avendryl says wrinkling his nose.
With a half-grin he says to the others, "Alright, I've done my bit...who's first?"

Bataleigha Silvercrest |

When everyone's ready to proceed and confront the evil to the north, Bat opens the door so the others may attack.
I have iffy availability the next few days...likely just Saturday. Library's closed as usual on Sunday and on Monday, too, for MLK Day. DM may bot Bat a bit; I should be back to my regular schedule on Tuesday.

Tronar HanFrum |

"And by the fact you sense it, it must be bad, right? ... Hey, big man, I'm leaving you space to fit up here. But once you're settled in, I'll fit in the space left over."

Fezzik Faststrike |

Fezzik follows the others into the next rooms. He moves up to the alcove upon hearing of a potential threat and eyes the narrow space. "Maybe I go first to open door and go through, then you all follow? Not much space to move," he suggests.

DM Jesse Heinig |

Ghasts: Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative: Avendryl: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative: Bataleigha: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative: Domeric: 1d20 + 1 ⇒ (16) + 1 = 17
Initiative: Fezzik: 1d20 + 4 ⇒ (15) + 4 = 19
Initiative: Tronar: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative: Zinnath: 1d20 + 8 ⇒ (1) + 8 = 9
(118) This area is plastered and wainscoated in some (now ruined) wood. It was evidently some form of trophy or museum room, and several broken cases are shoved against the walls. A serviceable but moldy shield hangs on the west wall. Two great heaps of old cloth and pillows and like materials are formed to serve as beds.
Another wave of nauseating stench washes over you as Fezzik opens the door.
DC 15 Fort save for everyone who gets within 10', or sickened for 1d6+4 minutes! (You can roll your own duration if you fail.)
A pair of large ghasts hiss and snarl at you as the door swings open.
Everyone but Zinnath beats the ghasts to initiative!

![]() |

fort: 1d20 + 9 ⇒ (18) + 9 = 27
Reels a bit at the stench as the door is open, but steps up with his long sword draw and attacks the nearest ghast [on the left] leaving room for Fezzik. Ghasts!
attack: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d8 + 3 ⇒ (6) + 3 = 9

Avendryl Silvermoon |

Noting that there were only two ghasts to be seen, Avendryl chooses to stay back and let Fezzik and Domeric handle the situation, but does provide a bit of help in the form of an inspiring song.
Inspire Courage - +1 to attacks, damage, and saves vs. fear and charm. As Avendryl was up in the init order before Domeric, he should add the +1/+1 to his attack and damage above.

Bataleigha Silvercrest |

Bat steps up just a bit, presents her holy-symbol-emblazoned buckler, and channels positive energy to blast the ghasts.
channel positive energy damage #1 of 7 (Will DC 16 half; no channel resistance allowed): 2d6 + 3 ⇒ (3, 6) + 3 = 12

Tronar HanFrum |

Tronar steps into the cluster, now that it is apparent that "fireball formation" shouldn't be a problem. He draws upon his arcane pool (raise caster level by 2) and release a set of missiles to strike the ghast that SK attacked.
Arcane Reservoir Magic Missile Damage: 3d4 + 3 ⇒ (3, 1, 1) + 3 = 8

Fezzik Faststrike |

In order to have opened the door, I would need to be in the square Bat is in now. I would then delay until Domeric stepped into the room to move up to the door to attack. Bat then could take the spot to the south of the bone pile to channel. I'm going to assume that is what happened. If not, I'll drop my sword and throw a javelin.
Fort save: 1d20 + 7 ⇒ (11) + 7 = 18
Fezzik wrinkles his nose at the sight of more undead. Stepping up after Domeric enters the room, he attacks the ghast on the right.
Attack: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 -3 if for javelin
Damage: 3d6 + 5 + 1 ⇒ (1, 3, 6) + 5 + 1 = 16

DM Jesse Heinig |

Ghast will save 1: 1d20 + 7 ⇒ (9) + 7 = 16
Ghast will save 2: 1d20 + 7 ⇒ (5) + 7 = 12
The warriors step in and start savagely hacking the undead. Domeric's sword slams home just before Bat raises her holy embossing and the face of Pelor on her shield seems to gleam with golden sunlight. The ghasts sizzle and recoil; Tronar's missiles blast into one while Fezzik crushes the other with his sword.
Well THAT was quick!
Each party member earns 200 experience points.
You note that among the dirty cloth is a padlocked chest, and one of the two ghasts wears a gold necklace set with small rubies.

Avendryl Silvermoon |

"Well that was brutally efficient...emphasis on brutally." Avendryl remarks as he moves into the room.
"Shinnies on that one's neck. Someone want to grab those while I take a look at this chest?"
Take 20 on perception (29 total) to search for traps.
Once he is satisfied with the search, Avendryl begins to work on the lock.
If a trap is found - Disable Device (Disable Trap): 1d20 + 11 ⇒ (5) + 11 = 16. If no trap is found, or after the disable on the trap, he will take 20 again to pick the lock for a total of 30.

DM Jesse Heinig |

The chest is not trapped, but it is padlocked. It takes Avendryl a while to open it, but eventually the padlock grudgingly creaks open to reveal it contains 611 sp, a brooch with a carnelian stone with a cameo coat of arms
(Veluna, quartered by the Knights of the Hart), and a scroll in a silver tube.

Bataleigha Silvercrest |

Bat takes her cue from Avendryl, bending down and removing the gold-and-rubies necklace from the fallen ghast. Once Avendryl gets the chest opened, she casts detect magic, first scanning the gathered treasure and then the surrounding areas while the spell's still going. Finally, she takes some time to evaluate the necklace and then the brooch.
Appraise (necklace): 1d20 + 6 ⇒ (6) + 6 = 12
Appraise (brooch): 1d20 + 6 ⇒ (1) + 6 = 7
Knowledge (arcana): 1d20 + 4 ⇒ (10) + 4 = 14
Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10

Tronar HanFrum |

"I may be able to help Bat." presuming the party can pass the found objects around.
Cast Detect Magic, Read Magic, and Appraises the items.
Appraise (necklace): 1d20 + 9 ⇒ (12) + 9 = 21
Appraise (brooch): 1d20 + 9 ⇒ (17) + 9 = 26
"I would estimate the brooch is worth 800gp and the silver tube is 35 gp. The scroll is a scroll of invisibility to undead"

DM Jesse Heinig |

For once, Domeric detects no signs of ambient evil, other than the very faint background malaise that affects this whole temple area.

Tronar HanFrum |

“I’ve detected that wooden shield appears to have faint magic and should provide more protection. If no one wants to wield a shield, then perhaps it could help fund our campaign against this evil. “

Bataleigha Silvercrest |

Bataleigha voices her agreement with Tronar's assessment that it's worth selling later and is about to pluck it from the wall when she hesitates.
"Hey, Avendryl! Want to check to make sure this thing isn't trapped? Call me suspicious but...'Magic Shield for the Taking' sets off an alarm in my mind."

Avendryl Silvermoon |

"Sure, I can do that." Avendryl says walking over to take a look.
Take 20 for a 29.

DM Jesse Heinig |

Avendryl finds no signs of anything amiss. Eventually the party has Fezzik reach with his superior arm-length and nudge it off the wall-hook using his halberd, and it clatters to the floor harmlessly.
Standard +1 heavy wooden shield.
Where to next?

Avendryl Silvermoon |

"What do you all think? Continue on this way?" Avendryl says gesturing toward the door to the east. "Or should we go back and search that doorway to the west a few rooms back?"
While waiting for a response from his companions, Avendryl search the eastern door for traps.
Take 20 for a 29.

Avendryl Silvermoon |

"Works for me." Avendryl says opening the door.
Will take 20 to pick the lock (if there is one) for a 30

Bataleigha Silvercrest |

Bataleigha is happy to let Avendryl and Domeric take the lead and choose the path through the evil temple; she'll keep an eye open for its evil inhabitants.

DM Jesse Heinig |

The door opens slowly to connect to the hallway that you previously found, a straight shot down to the section with the sloping halls leading up and the unusable central stairway down.

Avendryl Silvermoon |

"Ok...looks like to the left it is." Avendryl says heading out into the hallway and taking a look around.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17

DM Jesse Heinig |

Peeking around the corner to the left, Avendryl and Tronar see a door just across the hall to the north. The hall continues to the end of their visual range, with another door on the side at the end. Additionally, just next to the door they're looking out from, there's an angled passage headed back to unknown territory.

DM Jesse Heinig |

Looks like that last board outage blew away my notifications.
No signs of evil or magic turn up in any of the directions surveyed - yet.

Bataleigha Silvercrest |

Bat nods to Fezzik, moves down the hallway, and gets into position to open the door...once the others are in place and Avendryl gives the all-clear.