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"Hm, it would've been nice if she had given us a source of light," Kazur muses. In the darkness, it is suddenly noticed that the little wayang has two voices: His normal voice, a sophisticated sort of drawl, and his other voice, which he uses when talking about fire or when he's just trying to be annoying. The latter is high-pitched and slightly faster. This is the voice he suddenly changes to. "Oh, wait! I can see in the dark, can't I? Haha, but I guess some of you others could use some light, right? I can make some, but it wouldn't last too long, and it'd hurt a lot! Oh, well, I guess not..." Kazur's voice becomes somewhat forlorn, but he perks up almost instantly. "Could someone make some light for those people? Ooh, can I go up ahead? I can spot stuff real well, and stuff can't spot me real well! Heehee!"
Kazur walks ahead of the others a few paces, straining his eyes for traps or anything that moves. He approaches very quietly, without much reason considering the racket he just made.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Stealth (probably moot and unnecessary): 1d20 + 7 ⇒ (11) + 7 = 18

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Thaddeus sidles up alongside Kazur, a dark finger over his lips. "Your eyes may be sharp, wayang, but I'd wager mine are sharper. As long as they keep their light well behind us, we can guide them together."
Darkvision 120' and Trapfinding give me a slight edge here.
Perception, Darkvision 120': 1d20 + 7 ⇒ (2) + 7 = 9 +1 vs. traps
Stealth: 1d20 + 9 ⇒ (6) + 9 = 15
And, welcome to 'crappy roll' town.

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Serious keeps her half orc companion close, "For fight, let me be in first. ". Following the warrior's lead, Zerika draws a particularly cruel looking falchion and utters a quick prayer to Besmara. "I make light. Light makes me target, lets Cowbell see better too." Zerika sighs and adds,"Sadly, makes me see Cowbell better."
The burly half orc laughs at her joke and claps Mors on the back before trying to take point.

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Mors returns Zerika's smile with an ugly one of his own, grunting out a laugh at her joke about having to see Ccowbell. He shrugs his assent for her to be the lead heavy for the group, ushering her forward with an ungainly, comically-exaggerated bow ... flourishing with his long blade as he gives her a thick-lidded, friendly wink.
He takes up the rear guard position, following his teammates down into the gloom.
So it's Thadeus and Kazur out front, with enough space so Zerika's light doesn't touch them. Then the main group in this order: Zerika (with a Light spell active for Carson's benefit), then Zakon, then Cowbell ... I mean Carson, then Mors.
That seem Iike a good marching order for now?

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Works for me. I'm fine with Zerika leading out, but I wouldn't recommend also lighting the way. The rest of the group should be able to provide its own light, right? Doesn't Mors have a wayfinder?

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Zerika illuminates her blade as the group begins to descend the narrow stone spiral staircase. About 30 feet down the cramped vertical shaft complete darkness takes. It almost seems as if Zerika's light dims quite a bit.
Out of the darkness a creature falls from the roof of the cavern. It opens like a hideous octopus, it's thin, hook lined tentacles connect to a fleshy web as it slams into Zerika.
Surprise Slam vs Zerika AC 18: 1d20 + 3 ⇒ (1) + 3 = 4
The creature is disoriented from the fall and clatters against Zerika's armor.
Zakon: 1d20 + 4 ⇒ (1) + 4 = 5
Mors: 1d20 + 1 ⇒ (12) + 1 = 13
Thaddeus: 1d20 + 3 ⇒ (10) + 3 = 13
Demo Master: 1d20 + 3 ⇒ (19) + 3 = 22
Zerika: 1d20 + 4 ⇒ (9) + 4 = 13
Carson: 1d20 + 7 ⇒ (15) + 7 = 22
Monster: 1d20 + 6 ⇒ (18) + 6 = 24
The creature once again begins to slam at Zerika
Slam vs Zerika AC 18: 1d20 + 3 ⇒ (9) + 3 = 12
and continues to smack against her.
No map for this one as you are on a narrow spiral staircase. If you do not have any form of darkvision you have a 20% miss chance due to dim illumination.
Monster
-------------------------------
Carson
Demo Master
Zerika
Thaddeus
Mors
Zakon

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Haha, I was making a long post, I previewed it, and there was an encounter. Anyway, posting out of turn to save time. Also, I can't tell if I can hit it with a bomb from where I am or not. If I can't, I will recant this post and see what Carson does first.
Kazur is picking his nose when the monster attacks, looking for glass shards. When he hears the clanging of Zerika's armor, he snaps to and begins shaking up a vial (if possible). He also tries to look back to his academic years, to see if he has ever seen one of these before.
Knowledge (arcana): 1d20 + 8 ⇒ (11) + 8 = 19
"Hey, look, guys! It's a darkmantle! Whatever that is!"
Moving back towards Zerika, he hucks the now glowing vial at the creature, with a shout of "Sorry if this hurts! But fire!"
Attack on Touch AC: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Splash Damage (Reflex DC 15 for Half, Zerika): 1 + 4 = 5

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Is this space so small that only Zerika (or whomever else is directly adjacent to it) can attack in melee? Or do we have a bit of room to maneuver to get into position?
Secondarily, as we're on stairs, is our speed affected?

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yes you can bomb it. Melee is fine as everyone is grouped on the staircase so you can reach the creature from above or below. No need for movement.

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"How unfair of you! Take this!", Carson reaching from the side to give the creature a quick punch from his cestus.
Cestus @ monster: 1d20 + 4 ⇒ (18) + 4 = 22
Damage on hit: 1d4 + 1 ⇒ (4) + 1 = 5
Miss chance (>20 = hit): 1d100 ⇒ 100
Critical percent dice!

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REflex: 1d20 + 4 ⇒ (14) + 4 = 18
Zerika proves to be quite nimble.
As the monster bounces off her, Zerika suddenly shifts (domain power) so her and Carson can flank together.
"Bad monster. Now you die." It is unclear who she is speaking to. Probably the darkmantle though. . .
To Hit: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9

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Knowledge (Arcana): 1d20 + 7 + 1d6 ⇒ (16) + 7 + (4) = 27
"Hey, look, guys! It's a darkmantle! Whatever that is!"
"Just keep it off your head, and watch out for more!" Thaddeus levels his spear and jabs at the tentacled beast.
Attack, Cold Iron Longspear: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

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The combined efforts of the group easily decimates the darkmantle hardly leaving a trace of it's existence in their wake.
That was way over the required damage lol
Making it down the rest of the stairs Zerika's light source illuminates to full brightness once again.
Old Carvings cover the walls of the square chamber, thick with dust and cobwebs. Three sets of stone double doors stand in the three facing walls. Heavy bronze seals emblazoned with the symbol of Pharasma secure the doors from whatever lies beyond.
Doors are to the North, East and West. Map is posted above

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"I'm thirsty. Well, this is curious, I wonder if those seals are magically enhanced? We should probably keep that chime as charged as possible, just in case. Hey, can I blow up the doors?" Kazur's chatter ranges from inane to useful, but make mistake, he is intently scanning the passage with his acute senses.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
"Guys guys guys! I found some funny writing, it doesn't make any sense at all!" Kazur points to the graffiti, then takes the time his friends are reading it to mix up a little of this and that and drink it.
Looks like we'll be failing a lot of stealth checks in my company, haha.

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Desh doesn't even have time to react to the Attack, and he mutters a "Sucks ta'be you," as he steps over its mangled corpse.
At the bottom of the stairs, he stands in the room and looks at the graffiti. "One door's as good as the next," he grunts as he motions to the western door with the point of his blade. "That one?"

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Zerika considers the doors in front of her, examining for any evidence that would make one better than the other, 'eany meany, miney mo, catch a fetching by the toe. . ."
Perception: 1d20 + 4 ⇒ (5) + 4 = 9

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Kn(History): 1d20 + 7 + 1d6 ⇒ (11) + 7 + (3) = 21
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
"These engravings are references to the seven Runelords of ancient Thassilon. This other..." Thaddeus points out more recent scrawl, defacing the reliefs.
"My heart beats on the wrong side of my chest, or is it right? Is it left right? Or is it wrong? I don't know what it means or why"
"A reference to the west door? It sounds like even the author was unsure which he meant."

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Zerika shrugs, "West it is," the half-orc produces a crowbar from her pack, "I have a key I think."
If the group wants to use the chime, they can interrupt now. . .

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Mors halts Zerika's crowbar advance. "If it's locked, Thadd might be able to pick it. Quieter that way." He shrugs, "And we'll get less grief from the Pharasmans if we don't knock every door off it's hinges."
Lets let our Device Disablers give all doors a go before we resort to smashing things. :)
And yah, let's let the Chime be the absolute last option.

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"Oooooh! Pick me, pick me, I can do it as good as him!" Kazur is bouncing up and down with excitement, as he steps up to the west door. "Thieves' tools, thieves' tool, does anyone have 'em? I can still do it without 'em, but it'd be harder, or I could blow up the door!" The wayang looks happy for a few seconds, but when it seems the party does not want him to blow down the door, he drops slightly. "Oh, well..." Kazur begins to mutter sullenly under his breath as he attempts to pick apart the seal with the crowbar. "Hmph, no fire, eh? I see how it is, when we have to fight something they'll be beggin', 'Kazur, blow that up! Kazur, burn that down!' But maybe I won't, an' they'll know they can't survive without me, oh yes..."
Disable Device: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
"Well, it might be magical, get Mr. Horn Man to open it for us," Kazur says, slouching back to the group. "Or I could blow it down!"

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Disable Device: 1d20 + 10 ⇒ (20) + 10 = 30

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Zerika nods at Thaddeus, "Maybe not as impressive as shattering the door with a mighty blow, but damn impressive none the less."
Zerika opts to hang her crowbar from her belt, to save time if another door is needed.

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Thaddeus pulls his tools out as he attempts to disable the lock on the western door. After a few moments of messing with the lock he hears a small click as he disables the magical seal on the door.
In the next room a strange statue of a half-snake, half-human creature stands in a wide alcove to the south of two large stone doors. Comprising the lower body of a coiled serpent and the upper torso of a human woman, the statue has six wings and a disk containing a seven pointed star in place of it's head. It's crossed arms hold a quill and whip, and the entire statue is covered in verdigris. The faint outline of strange runes can be made out beneath the patina coating the statue.

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Oop - my text update didn't post.
Kn(Religion): 1d20 + 7 + 1d6 ⇒ (9) + 7 + (5) = 21
As the door swings open, Thaddeus eyes fall upon the statue. "Lissala. Goddes of runes, fate and the reward of service." he says.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22

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Zerka recasts 'Light' on her sword, and continues to do so as necessary and follows Thaddeus into the room.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
"Words don't like me. Read them make my head hurt. Someone else read runes."

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Shielding his eyes from Zerika's harsh light, Thaddeus examines the runes.
Linguistics: 1d20 + 7 + 1d6 ⇒ (2) + 7 + (5) = 14

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In an effort to aid Thaddeus, Zerika puts away her falchion (extinguishing the light in the scabbard, without dismissing the spell), and begins reading over Thaddeus' shoulder.
Aid Other (Linguistics): 1d20 - 2 ⇒ (5) - 2 = 3
"That one vaguely resembles a fish. So does that one . . . and that one . . . That rune looks like a dog. Maybe a cow. Ooooh! I know that one! It resembles this bit of tattoo here." the half orc explains, pointing out her rune carved skin.
"These words are bad. We go to other door. Too many fish runes." Zerika prepares to wander back to the other door.

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Inspecting the statue and runes Thaddeus and the group do not notice any traps of any sort though the feather in the statue's hand does look as if it can be removed.

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Thaddeus shrugs in the dim light. "You heard the lady, Cowbell."

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"Hmm.... Lissala? Never heard of her... but why is such a strange goddess within this place? I figger it would be the usual pantheon in here."
When the others all on him to do duty though, the Taldan is distracted from his thought. "Ahh! I hear my quick hands are needed!", Carson excitedly stepping up... and with an audible "YOINK!", grabs the feather.

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Mors mutters a few quiet words, which likely go unnoticed in the back and forth, and he looks at the statue with new eyes … looking for any hints of magic on the statue or the feather.
Detect Magic on the statue and everything in its little alcove, especially the feather.
"This ain't no goddess'a runes, fate, or nothing' I ever heard of."

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"No, you wouldn't have. Few of her Thassilonian followers remain, and even many of them believe her dead - unless you believe the tales of rune giants. I suppose self-flagellation has a way of culling all but the devout."

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Carson pulls the feather loose from the statue as he feels a slight tingle.
GM Roll: 1d6 ⇒ 3
Looking around it seems as if he feels a bit drowsy all of a sudden.
Mors weaves an quick spell and determines that the statue does radiate magic as well as the feather.
Investigating the western door determines that this door is unlocked.

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Carson Will: 1d20 + 1 ⇒ (16) + 1 = 17
Carson's about to yawn, stretching after he grabs the feather, then jumps back into attention. "Alright, second wind!"
"Someone else should carry this; I already have the cow-chime and I shouldn't hog all the goodies of glory!"

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Disable Device, if needed: 1d20 + 10 ⇒ (2) + 10 = 12
Thaddeus grins at the human. "I could take that chime, if it's too cumbersome..." Seeing the man visibly affected by apparent magic leaves him determined not to take the enchanted feather under any circumstances.

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Mors listens to the western door. Upon not hearing much he cracks the door open as Thaddeus attempts to disable the magical trap on the statue. While attempting to disable his hand slips touching the statue.
GM Roll: 1d6 ⇒ 5
Mors peers into the western door and looks into a long hallway that branches off to the north with a multitude of doors in every direction.
In the southwestern corner dirt and rubble surround a hole in the wall of the alcove. Within, a rough hewn tunnel leads of into darkness. Two picks and a shovel lie on the floor in front of the hole.
Since the doors on the map are a little hard to see due to the map background. On the first hallway going north are six doors. 3 left and 3 right. On the main stretch from the room you are at there is a door leading south. and finally all the way north in the middle offshoot is a door leading east.

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Will Save: 1d20 + 4 ⇒ (12) + 4 = 16
Accidentally touching the statue, Thaddeus yanks his hand back, as if burned. Biting back a curse, he looks into the hallway ahead, at the discarded tools. "Were they digging in, or digging out, I wonder?"

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"What idiot makes hole to get into dead tower? They call me slow."
Zerika draws her falchion of light, and enters the hall in the lead.
"March go left, right, left right. I go left, right, left, right."
Zurich begins stubbornly opening the left then right door, one at a time, as she heads north in the hall.
"Once doors safe, we find who make tunnel. No want ambush from behind with dead people."

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"An' I'll blow anything that moves to bits!" Kazur squeals, ever the optimist when it comes to explosions. He follows in Zerika's wake, looking around for targets or anything else to prod his perpetual boredom.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8