It takes a while for the last one to move but as it comes down it shows that Grergof would have been a good hitter at baseball. The trajectory of the vargouille ends at the wall.
The map has two levels. You're on level one. But this level has no ceiling here. so the doors you see on level 2 are the ones described here. Also you have large double doors to the north.
A rotting stench comes from a trio of headless, apelike creatures inside heavy iron cages. The waters lap against these corpses, while the twisted remnants of an iron walkway lie half-submerged in the water. Two doors sit high in the north and east walls, thirty feet above the floor.
The door is locked but can be persuaded with a few hit with the flail to open. It leads into a long corridor. With the outside of the building in mind it's clear that it connects the four towers. And the door at the end of the corridor probably leads to the bridge.
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
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
Assuming the door to K5.
The door is unlocked and not trapped as far as you can tell. Besides the door is a shelf with potion of displacement, a potion of gaseous form, and two vials of alchemically preserved basilisk blood.
While the others look at the potions, Grergof gathers up his rope puts it away and then cracks open the door to look to see what's in the room beyound.
Looking into K5 through a slightly open door. Perception:1d20 + 6 ⇒ (9) + 6 = 15
You find that opening the door a little bit is not helping if the room beyond has no lighting of it's own. Opening the door you see that this room is infested with various fungi that cling to every surface. The broken remains of an iron walkway juts from the water, also now infested with fungi. The door constellation is the same as in the previous one, just mirrored.
Knowledge(Nature) DC 15:
One of the plants there is a basidirond that can emit a hallucinogenic cloud and those wounded by it get spores implanted that are like a disease.
Knowledge(Nature) DC 13:
Two of the plant are violet fungi that can cauterize your flesh in mere seconds on touch.
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
K. Nature:1d20 + 8 ⇒ (9) + 8 = 17
"Two of the plant are violet fungi that can cauterize your flesh in mere seconds on touch, One of the plants there is a basidirond that can emit a hallucinogenic cloud and those wounded by it get spores implanted that are like a disease. So lets be careful with them, maybe just burn them out?"
Stam moves back around the corner from the open door.
Do we have to waste our supplies on them though? Since we are up here we can explore the second floor more or less safely. Let us explore the north doors.
Grergof moves to the next door (K7) and opens it. This circular chamber is empty save for dark water. Two doors sit high up the walls to the north and west.
As that is uninteresting and leading nowhere Grergof closes the door and opens the next one (K8). Which is made of stone instead of wood. Other than the two stone doors high on the walls, this room seems bare save for the dark waters covering the floor. On the ceiling clings a black mass that starts moving in your direction as soon as the door opens.
Knowledge(Dungeoneering) DC 17:
It's a black pudding. Which is about as nice as meeting a rust monster, only that it damages everything with it's acid and not only metal. All but stone.
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
"I concur." Darius says, a bit on edge after seeing the black mass on the ceiling.
Spugnoir sighs and checks the door. Hey, Stam. Could you see if this door has any magic on it before I fiddle? Just so we don't trigger another acid trap. Perception:1d20 + 12 ⇒ (19) + 12 = 31
Stam checks that the door is not magically trapped and Spugnoir opens it with his skill and some thieves tools. Behind the door is a grand stone bridge that arches over the gorge to a stack of rock. A great stone tower perches atop that sheer stack of rock above the river. The tower climbs to an elaborate iron steeple, from which a huge lightning conductor calls out to the skies.
The bridge is 3 feet wide and has no handrails.
The bridge is not dangerous except for the fair chance to fall to your wet death. Especially if you want to run over the bridge.
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
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
Thge door is unlocked and peeking inside reveals a room is in chaos, with books, alchemical equipment, and curiously twisted metal everywhere. A huge, broken cage stands in the center of the room, its bars bent and door smashed open. The former inhabitant of that cage seems to be responsible for this mess. A large four-armed creature that looks like stitched together from parts of these four armed apes you saw earlier. Just without the fur.
A curving stone staircase winds along the wall of this circular chamber up to a trapdoor in the ceiling some thirty feet above.
From a look in it's eyes you can tell the creature is b**!+@# crazy. It turns and comes directly at you.
Intitiative:1d20 + 1 ⇒ (17) + 1 = 18
It is obvious that it is again a flesh golem with all the features you already know
Knowledge Arcana DC 18:
Everyone standing next to it will be ripped apart with the four claws.
Spugnoir chucks a Grease Bomb at it, trying to make it slip.
Grease Bomb,Touch,PBS,PS:1d20 + 9 ⇒ (19) + 9 = 283d6 + 5 ⇒ (1, 1, 3) + 5 = 10
When the alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb’s splash radius in grease (as the grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. A grease bomb can’t affect items or armor. DC 17
Maybe we should back up on the bridge, I can try making it slip off.
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
Initiative:1d20 + 3 ⇒ (3) + 3 = 6
Darius goes "HOLY CR*P!" and touches Grergof ahead of him instantly creating a barrier around him. Then moves off right to the side away from the charging creature.
+3 AC for Grergof
Casts Shield of Faith:
SHIELD OF FAITH
School abjuration; Level cleric 1
Casting Time 1 standard action
Components V, S, M (parchment with a holy text written on it)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).