| Foxy Quickpaw |
"But we also have bigger offers. If I could win you over for an afterlife in hell, you could enjoy your present time without fear of dying by such minor inconveniences." (Devilbound template).
| Stam Truthfinder |
I was like who is Elli, but it is my elemental. Can it make the reflex save to avoid the burn while it is digesting it? it also has 7 HP left
"I am just wasting magic here on this door guard." Stam says as electricity crackles around him..
LIGHTNING BOLT!!!!!: 10d6 ⇒ (1, 6, 4, 5, 1, 6, 2, 4, 5, 3) = 37
DC 21 reflex save
Burn dmg?: 1d6 ⇒ 6
Slam from the inside?: 1d20 + 7 ⇒ (11) + 7 = 181d6 + 1 ⇒ (4) + 1 = 5
| Foxy Quickpaw |
Reflex: 1d20 + 8 ⇒ (1) + 8 = 9
The plant again takes the full damage of the lightning Stam sends, but it still stands.
A large explosion of fire, followed by a deafening bang rips the plant apart into little pieces. Grergof and Darius find themself engulfed in the blast of fire, but it doesn't touch them. The greenhouse also takes damage, as some of the glass panes crack.
As the dust settles Spugnoir, Quinley and Elli force their way out of the now limp traps. Where the plant stood is a now obvious entrance into whatever lies below.
| Brother Grergof Varsk |
Who is hurt? Grergof says in concern as he looks around.
| Stam Truthfinder |
"I am slightly injured, some scratches and a bite." Stam says 60/71
Special Attacks arcane reservoir (13/14)
Arcanist Spells Prepared (CL 11th; concentration +17)
5th (4/4)— dismissal (DC 23), hungry pit APG (DC 23)
4th (4/5)— black tentacles , dimension door , summon monster IV
3rd (1/5)— haste, invisibility sphere , lightning bolt (DC 21), stinking cloud (DC 21)
2nd (5/6)— acid arrow , arcane disruption (DC 20), glitterdust (DC 20), summon monster II , web (DC
20)
1st (5/6)— ear-piercing scream UM (DC 19), mage armor , magic missile , protection from evil , thunderstomp
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , mending, prestidigitation, read magic
Counterspell (Su) Use 1 reservoir as an imm action, counter with spell 1 level higher or same spell at +5 bonus.
Dimensional Slide (100 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on casting time.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Sickening Spell You can cast a spell that sickens those injured by it (duration = spell's level in rounds, Fort negates).
Scroll of Bull's Strength (5th)
Scroll Comprehend language x3
Scroll of Dark Vision x3
Scroll of Enlarge Person (3rd)
Scroll of False Life (4th)
Scroll of Knock
Scroll of Shield (2nd)
Scroll of Summon Monster 1
Wand of Grease 5/14
Wand of Spider climb 40/15
Pearl of power (1st) 1/1
Lesser silent metamagic rod 3/3
Liquid Ice 2/2
Smoke pellet 4/4
Smoke stick 1/2
Spell Latice vanish 1/1
| Foxy Quickpaw |
To the west of the small room a corridor leads to a door. A fork in the corridor to the south leads to another door. Both doors are about 20 foot away.
Two the North-East a short passage leads to the sewer. A narrow, five-foot-wide walkway hugs the wall of this low-ceilinged sewer. Its swift current pushes east, frothing and gurgling under a stone bridge crossing to the other side. Surprisingly and fortunately the water flowing there is not what you'd expect from a sewer, but more like an underground river. It transports the waste of the town and you wouldn't want to drink it. But the typical stink you'd expect from a sewer just isn't there.
| Stam Truthfinder |
Stam steps down into the hole, covering his face with a handkerchief, "Not my idea of a good spot to live but lets moving quickly so we can be out of this area." Stam smiles behind his Handkerchief at Spugs comment. "Grergof you lead the way."
| Darius Redgrave |
"Feel that healing love." Darius says and dishes out the healing.
Channel heal: 4d6 + 2 ⇒ (6, 2, 5, 4) + 2 = 19
Channel heal: 4d6 + 2 ⇒ (5, 3, 2, 3) + 2 = 15
"How's that?"
| Brother Grergof Varsk |
If you are all ready?
Grergof takes the lead and peaks into the main sewer area.
Going to C8
Stealth: 1d20 - 1 ⇒ (7) - 1 = 6
Clomp, Clomp, Clomp goes the Full Plate Paladin with the light.
| Foxy Quickpaw |
A narrow, five-foot-wide walkway hugs the wall of this low-ceilinged sewer. Its swift current pushes east, frothing and gurgling under a stone bridge crossing to the other side.
There are several exits from this area. To some steps to the East one leads back South. Across the bridge one leads on North. And another one to the West. All have doors.
| Brother Grergof Varsk |
Right (1) or Left(2): 1d2 ⇒ 1
Grergof turns right and starts carefully sneaking that way.
So moving down C8 in the direction of C6 I think (away from the bridge)
| Foxy Quickpaw |
Grergof moves to the door and opens it. These 15-foot-diameter chambers lie beneath sewer grates above. A shallow trough in the floor carries a small trickle of water to the main sewer beyond. Large iron grates block
the passages leading to the sewer, while allowing air and water to freely pass though.
Another thing catches Grergof's attention. A symbol painted on the wall.
All need to roll.
| Brother Grergof Varsk |
Will: 1d20 + 11 ⇒ (11) + 11 = 22
Argg! Avert your eyes!
Grergof looks away from the symbol and quickly closes the door.
Then he will stand guard over anyone who seems to have gotten a good look at the symbol.
Ready action to defend his companions.
| Foxy Quickpaw |
As everyone is themself again and the dropped items are picked up -luckily nothing fell into the river - the group moves on. This time to the west. Only to find the same kind of room with a large iron grate above. And again with a stunning symbol at the wall. Same results, different participants.
Running out of other options, the group finally tries the northern door. A large tapestry covers the north wall of this room. Two clay urns flank the southern door, while other doors lead east and west. Bloodstains cover a disturbingly large area of the floor underfoot.
| Brother Grergof Varsk |
Grergof also stands in the doorway and peers in.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
He also opens his senses up to see if there is any evil lurking around.
Using Detect Evil as well