HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
"On ward and upward? Well I guess just upward then?" Stam walks over to the trap door. "It is magically trapped, Darius you should try that ring, just blast the door open."
Stam will then step back giving Darius or Spugnoir room to work.
Spugnoir takes a closer look at the trap door. And with the information that it is trapped he is able to see it. And he is quite skilful with his tools. But in the end, magical traps can't be disabled with these tools and the whole room fills with acid fog.
Acid fog creates a billowing mass of misty vapors like the solid fog spell. In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
Moving out quickly is no option as the thick fog hinders movement all who are standing at the base of the ladder make it out of the area but Spugnoir needs longer. Though he can let himself fall from the ladder and land as softly as if protected by featherfall, this means he takes additional damage before reaching the other room.
Everyone who was in the room takes the 5 point Spugnoir rolled. Additional Spugnoir:2d6 ⇒ (6, 5) = 11
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
"Cough cough cough. Move!" Darius tries to get as far away from the cloud ad he can. Pulling Spugnoir with if Spugs is struggling.
As everyone is in a safe distance from the acidic fog you ponder what to do next. After a while the fog dissipates and you can investigate the room above the trapdoor without immediate risk to your health.
But you find that it was in vain, as this high attic room is empty except for the trap.
As this house's owner has money for all kinds of monsters but not for guardrails and new bridges the group decides to stay for the night with the boxes. Eating trail rations they dream of the good food that is stored at the main house. And later of the cozy beds while sleeping in bedrolls. But besides that the night passes mostly uneventful.
Got some light?
As you come down the stairs and into the room with the things from the sea it becomes obvious where the noise comes from. The mermaidlike creature with the upper body of a monkey and the tail of a fish in a large jar claws at the glass.
Grergof:
It detects as evil
Knowledge (nature) DC 16:
The creature is a ningyo. The body of a ningyo never rests peacefully. Every night, an hour after sundown, an intact ningyo corpse animates; its type changes to undead (aquatic), and it gains undead immunities, bonus hit points based on its Charisma instead of Constitution, and the startle ability. At dawn, the undead ningyo becomes a corpse again. An undead ningyo knows when the dawn is coming and attempts to find shelter so it is not discovered as a corpse. A ningyo missing a limb, head, or tail does not animate at night, but can do so if reunited with its missing body part. A ningyo corpse that is burned or torn apart and its pieces scattered does not rise as an undead.
Knowledge(Nature):1d20 + 8 ⇒ (15) + 8 = 23
You all stand around the large glass jar staring at the futile attempt of the ningyo to get out of it's prison.
Stam may now enlighten you what that is. See spoiler obove
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Darius comes up behind everyone. "I concur. Lets finish our rest, we'll need it and I'll need Iomedae's blessings before we get out of here. I sense the worst is yet to come." Darius says grimly.
As everyone is in a safe distance from the acidic fog you ponder what to do next. After a while the fog dissipates and you can investigate the room above the trapdoor without immediate risk to your health.
But you find that it was in vain, as this high attic room is empty except for the trap.
Darius I assume you used your last few channel energies to heal everyone before we all reset in the morning. Hint ,hint...
Grergof wakes up before the dawn and moves over to an east facing window praying as the sun rises.
Then he rests in quiet prayer as he waits for the others to be ready to move out. As soon as people seemgenerally ready he says:
A blessed Morning to us all, is there anything else you wanted to do here or should we move down the twisting path?
Spugnoir wonders. Hmmm..I wonder what else there is to explore? Perhaps we should check the various cubbyholes and drawers closer. Oh, destroy the monkey mermaid while it can't move.
Again I ask, why destroy it. Think about the teaching tool it could be for students! An undead you can safely place in any sort of experiment or demonstration you want? I would have given up a weeks meals for that kind of demonstration for the Dervishes back at the Monistary.
As he saiy this hergets the rope of climbing out and commands it to tie itself around his waist.
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
"I guess I agree, just a bit creepy of a thing. So Lets move along? I can make a few of us Light as feathers as I did to you the other day Grergof, it will make climbing and such easier but it is taxing upon me."
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Darius heals everyone back up to fighting form before he eventually rests for the night.
In the morning he asks Iomedae for her blessings to fight the oncoming horrors that plague this place. Then after the appropriate rites are done he gathers hit arms and armour and joins the others.
"Let us finish with this place today."
Then drops his head with a sigh. "Not MORE climbing." he groans.
With all tied together you slowly and carefully tread on this dangerous path. And after only a time that seemed like eternity over the roaring waterfall and river 200 feet below you reach the building made up of four interconnected towers. A small stairway that descends 10 feet to a recessed iron door. The door is rusted shut.
I hear the noise of rippling water behind the door. Hmm.. I suspect that there might be another trap like the acid cloud at work here. If we try bashing this, we would no doubt get pushed off the ledge by water. Let us back up and use the ring.
Back up enough so we can use the Ram Ring and avoid any tidal wave.