
Harness |

Harness worries momentarily, then brings his heavy crossbow to his shoulder and depresses the lever sending a bolt toward the creature. His aim is woeful and the bolt flies well wide, skiting off the cavern wall.
K'tung!!!: 1d20 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6 [+1 Dex, +1 BAB, +1 Weapon Focus]
Schinggt!!!: 1d10 ⇒ 3

GM Sphen |

Seeing the remaining opponents capable of movement do so little against it, it feels safe to pull out the slower move.
It flutters down next to Cavenn and places its horrible, over-sized mouth over his own.
Melee Touch Attack: 1d20 + 5 ⇒ (13) + 5 = 18
No damage, but it seems to pulse with some sort of abhorrent energy.
Cavenn Fort Save: 1d20 + 4 ⇒ (18) + 4 = 22
Oooohhhh, dang it. I was so hoping it would get you with this. Oh well, next time. That is 1 of 3 rounds of paralysis. 2 more full rounds to go. Tessa and Harness, you're up.

Cavenn the Black |

Cavenn lets out a nauseous scream in his mind as the head swoops in for unholy kiss. He cannot manage to get anything out however, due to his current state. The taste is enough to make him remember this moment forever and he hopes his companions can do something and quick.

Saira Hosk |
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Saira's eyes widen as the foul beast swoops onto Cavenn and she sends a fervent prayer to Desna.
Blessed Desna, Song of the Spheres, come aid the travelers lost in a waking nightmare. Help us flee from danger and find again the long road full of starlight and dreams.

Tessa Faundral |

"HEY! You don't kiss him without asking first!" growls the woman. Glad to see the creature has come down to their level, she pulls her club free and steps into the pool.
"You've made a mistake you beast! Harness! It's come down. CUT IT IN HALF FOR ROBORI"
Club vs thing: 1d20 + 1 ⇒ (11) + 1 = 12
Clunk?: 1d6 ⇒ 6

Harness |

Harness is likewise horrified as his companions, with the exception of his fellow believer-in-Robori are unable to move.
If only they loved Robori like we do, shared the faith, they would move, filled with love.
Harness, moving with love, drops the heavy crossbow and pulling forth Marauder gives that love to the foul flying beast.
Free Action: Drop heavy crossbow.
Move Action Move to adjacent to Cavenn while drawing heavy flail.
Standard Action: Love machine beatdown.
Shwarrr!!!: 1d20 + 4 + 1 + 1 ⇒ (19) + 4 + 1 + 1 = 25 [+4 Str, +1 BAB, +1 weapon focus]
Kumpfft!!!: 1d10 + 6 ⇒ (8) + 6 = 14 [+6 THF]
Crit Confirm: 1d20 + 4 + 1 + 1 ⇒ (10) + 4 + 1 + 1 = 16
Crit Damage: 1d10 + 6 ⇒ (7) + 6 = 13
Can somone move Harness into the corner next to Cavenn please?

GM Sphen |

Harness obviously doesn't know much about the world, but he clearly know martial combat. Watching the Vargouille lower, he moves with a surprising efficiency. He simply lets the flail fall from his open hands as he moves towards the flying head and quickly drawing his heavy flail and winding it up with a few circles before bringing it down on the top of the distracted abomination. but the head of the flail doesn't stop with just a hit, instead forcing the creature all the way down to the floor, leaving it battered, broken, bleeding, but still barely alive.
Vargouille is at -8 HP at the moment. It can revived if some of you wish for some reason or another. Regardless, we are out of combat and the rest of you quickly come out of your stunned condition. Good job everyone. That thing got lucky with the Fort Saves, otherwise you'd have all brought it down in a round. Adding 100 exp to the campaign page.

Cavenn the Black |

Cavenn, coming out of paralyzation, lets loose a primal yell and boots the head across the room with force, shaking violently for a minute or so after. "Now that," he intones with rage, "Was foul!" He spits a few times on the ground, wiping any remaining taste or grime from his mouth.

GM Sphen |

With that full on punt, the head collides with the wall of this room and the creature is officially and fully deceased.
What's next folks? There is a circular pool in this room, water looks clean and refreshing. There is also another door opposite of where you came into the chamber. And a few passages back the way you came that you haven't gotten to yet. Lots of choices.

Cavenn the Black |

Cavenn lets the others who are interested investigate the water then suggests we head east. "Maybe we can check the other northern passage on our way out?" he says with a shrug.

Harness |

Harness shares a knowing look with Tessa, then backs up Snyk, his protective codes reverting to old habits. He stares down at the vargouille momentarily, then for some reason, picks it up and stows it in his backpack.
"Hssst. Snyk. I need a sack or rag or something to wrap Mrs Nobody in."

Harness |

Harness stares blankly at Snyk for a moment before realising his erstwhile companion is handing him what is, essentially what he asked for. The adamantium clad being shrugs, then, with no small amount of reverence, first removes, then wraps Mrs Nobody up and places her inside the pack.
We are all Robori's creatures. I think.

Tessa Faundral |

Turning towards Saira, Tessa raises an eye. 'Thanks to Desna? I didn't see her doing anything there...Robori, Harness, Tessa....but no Desna.' considers the alchemist. With a shrug she turns to Harness, a grin crossing her mouth. 'What a devoted subject and in such a short time! Robori's will be done.'
"Harness, sadly once a creature has passed without Robori's love, there is little hope for them. We can still give a proper burial and pray for their soul. Perhaps in the here-after they will be judged with mercy."
Turning towards eastern door, she asks "What'd you find? Is it safe to proceed?"

GM Sphen |

Saira: The pool does indeed radiate magic. It is of the transmutation school. You are otherwise unable to determine what effect is placed upon the pool simply by looking at it (no training in those skills). You could experiment with the waters, or have someone else look at the fountain.
Snyk: The door is locked, but from this side. Sliding the bolt open would be incredibly simple (just don't want to speak for you here). But you do not locate any traps in the room or on the door.
Harness: Your new sack smells. It smells bad. The blood of this thing stinks. But you get the idea that maybe one of the local alchemists might be interested in it's remains.
Cavenn: Sadly, the taste of the kiss does not go away. Maybe a drink from the pool?
Tessa: If you start a holy war, I think you know which side will win.
Eydor: Good job as rear guard.

Eydor |

Best rear guard ever!
Eydor moves closer to the pool and inspects it.
Anything interesting in that door? Next time I think we should watch at the ceiling too. Seems like flying monsters are the norm there.

Tessa Faundral |

Spinning around, Tessa ponders aloud "Aren't we all monsters? Given the right motivation that is..."

Saira Hosk |

Guys, there's something magical about the pool, but I can't quite determine what it is. Anyone else want to take a look at it? Saira is slightly embarassed by her lack of knowledge and vows to study her magic twice as hard so that she won't have to ask next time.

GM Sphen |

Eydor: You are able to determine that the water is being purified once a day. So the water really is crisp and refreshing. Probably what the creatures down here are using to drink from. Or pee in. Put it's magically purified. So is it really still pee? If they're peeing in it, that is.
-Anyway-
The far door remains closed. The way back remains clear. What's the next move?

Eydor |

It's just water that is being purified once a day. Nothing to worry about. Probably all monsters in there use it to drink, if they have to. So feel free to have some if your waterskins are empty.

Tessa Faundral |

"I'm good for now, but it's good to know. Thanks Eydor."
Kneeling in the room as Snyk inspects the door, she begins to mix up a few chemical ingredients into a vial. "Let me know what you find, Snyk. I just need a few minutes here."
Spend 15minutes preparing an Elixir of Shield in open spot.
Once completed, Tessa saddles up to the door and slides the bolt open. "Look! I've disabled the mean door. Shall we continue?"
Assuming no one stops her...
Without another word, she pushes the door open and peaks inside.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8

GM Sphen |

When you open the door (silently), you find........ another hallway!
This one has...... STAIRS!!!!
A 15 foot hallway stretches before you, with a set of shallow stairs going up (from your perspective), raising the floor about 3 feet. The other end of the hallway is enclosed by a solid wood, steel banded door. The floor is coated with undisturbed dust. Knowing the predicament you encountered with the vargouillee, you also look at the ceiling to check for more dangers and locate nothing of note.
What's the next step?

Cavenn the Black |

Hearing Eydor give the all clear on the pool, Cavenn dunks his head in the water and scrubs out his mouth for a few moments to get the taste out of his mouth. He then draws a long drink from his canteen and slicking his hair back, follows the others up the stairs.

Snyk |

*sigh* this is a tedious place
Snyk heads down yet another hallway for to test yet another door.
checks for traps again. checks to see if its locked. checks to see if he can hear anything on the other side. communacates all finding to the party.

Harness |

To Tessa:
"Perhaps. But perhaps Mrs Nobody misses her head. Perhaps her body left because her head...smells. So bad. So. Very. Bad."
Seeing as Tessa is busily...doing something, Harness waits for Cavenn to wash the love away, then quite diligently removes Mrs Nobody from her snyk's efficacious and capacious bedroll and gives her a thorough scrubbing in Robori's provided holiest water (i.e. The pool). Then gives her a good shake, dries her off and wraps her up again.
"[*sniff*] Hmm. Much better. No, wait. Still incredibly foul. [shrugs] Perhaps the alchemist in Strandpoint will buy her!"
************
When the stairs are illuminated Harness swings...his leg head around to motion the others, and follows after Cavenn following Snyk.

GM Sphen |

This door is also seemingly clear of traps and locks. Upon opening, however, you are once again lead to disappointment. A spiral staircase leads up and down just a few feet from the door. But the rubble blocking both paths is obvious. Further investigation shows no end of the rubble in either direction. Excavating this would be a time consuming and dangerous venture.

Cavenn the Black |

” Back west then.” Cavenn says after getting the report from Snyk. He then proceeds back to the intersection with the yet to be explored portion of these dwellings.

GM Sphen |

Snyk, please go ahead and roll perception checks when you're looking for those things. One less thing that I have to do.
Snyk: You make your way back down the hallway with Cavenn, the rest of the group behind you. Some of them seemingly growing bored with this whole experience. You move up to the door to check it for traps and/or locks and find nothing of note. You press your ear to the crack and hear only your own breathing.

Tessa Faundral |

Stepping up behind Snyk, Tessa asks, "So....we good? Ready to find another hallway? Perhaps another statue or fountain?! Saira, isn't this fun!"
The excitement palpable from the elven cleric of Robori, she seems to miss a few of the more subtle social cues Saira is giving off.

GM Sphen |

Apparently I wasn't really clear on the overall meaning here. In this sort of instance, feel free to also roll the stealth checks. I already informed you as to what you perceived, so there was no need to roll the perception check.
This large chamber was obviously once a prison, as testified by the twenty cells that line the room's perimeter. A rickety wooden platform overlooks the room, with two flights of stairs descending to the prison floor ten feet below. A five-foot-wide wooden walkway runs from the northern edge of the platform to a passageway to the east.
The door opens slightly so you can see the wooden balcony that overlooks the room. Two sets of stairs lead down from either end of the balcony, and a walkway attaches to the far end and leads around to another hallway to your right. There are no lights in this room and you otherwise see and hear nothing. And, despite your best efforts, the door creaks loudly once while opening it. You stop suddenly, and any further movement on the door does not repeat the sound.
Snyk Stealth: 1d20 + 14 ⇒ (4) + 14 = 18

Snyk |

further in we go
Snyk slinks in and to the right ever searching for signs of danger.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Stealth: 1d20 + 14 ⇒ (5) + 14 = 19
a prison under a glassworks? facinating.

Cavenn the Black |

Cavenn renews his Light spell as he follows Snyk into the room as quietly as possible. Morningstar and shield in hand, he waits for the others to enter the room before descending to the prison floor. "Now this is intriguing. I thought we'd find out more about this place through some knowledge of those pools, but maybe we will get some more clear answers in here."
Stealth: 1d20 + 7 ⇒ (16) + 7 = 23
Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Saira Hosk |

Saira rolls her eyes at Tessa, but tries to muster some excitement and gives her a pained smile.
She moves towards the latest opened door but waits outside until Snyk and Cavenn are done with their preliminary search.

Eydor |

Don't worry Saira, something tells me if you want excitement, you'll end up getting it. Adventuring is unpredictable.
Eydor then moves to the center of the next room and waits for the scouts to be done with their job.

GM Sphen |

Now that some of you are into the room, and not just peeking through a cracked doorway, you can see that there are several cells scattered about and that another door lies on the same wall as you entered from, but further to the left (west). It stands slightly ajar and a soft scraping sound can ever so softly be heard from it.

Tessa Faundral |

Holding back for fear of spooking something, she simply points towards the noise.
'Ooooo I do hope whatever this one is doesn't insist on fighting us'