Kast Phaer |
Kast walks over to the fallen monstrosity and drives the Iron Quill directly into where Kast believes the brain to be, yanking it out with a twist.
"Just to be sure, I'll not want to face another like that. My Quill only worked because of the magics bestowed by Dorial," Kast gives a nod of thanks to the woman. "It was more felled by Othoe's and your magics, Simon, than my blade. Still, we have overcome but need to move quickly. "
Kast begins to look around, keeping guard as the others search for the child (and magics/treasure).
Othoe |
Othoe heaves a sigh of relief as the creature falls. After taking a moment, he casts Detect Magic and begins to search the room.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
GM_Verdigris |
Though the companions scan for both magic and poison, nothing in the room catches their attention. Out of the corner of his eye, Chrystosm notices Kibbo quietly stepping away while the group is otherwise distracted.
sorry for the delay; A minor stomach bug is interrupting my regular posting schedule.
Othoe |
Having searched the room without great success, Othoe positions himself for the opening of the next set of doors. He has his dagger out and ready.
If this place is much larger, I may have to use this dagger. I really need my ring.
He fondles the ring he does have and hopes it will be enough.
Simon Shrewsbury |
Simon can't really fault the kobold for trying to run, being half terrified himself, but he's glad the Kast and Chrystosm detained the reptilian guide. The DevilWorm's lair searched, Simon is ready to continue.
GM_Verdigris |
Kibbo blubbers profusely when he's caught, and admits that he's lost, not sure how they reached the front hall for certain.
As the group continues, they find a skeleton in the northern hallway. Long since picked over by the bloodscales, they only thing it currently still wears are its boots.
Kast Phaer |
Kast lets Chrysto and/or Dorial lead if they wish, but is otherwise happy to take point.
Kast will cast Detect Magic wherein the body is, mindful of magic and what it could do.
Are we near the letter 6? Going to 7?
GM_Verdigris |
The body is near letter 6. I have you guys on the map south of 6, but you could certainly move closer.
The boots detect as magical, as does the room to the north.
Othoe |
"Why would the kobolds leave magical boots behind? Perhaps they are cursed. We must be very careful with them..."
That said, Othoe does examine the boots for magical auras.
Spellcraft: 1d20 + 10 ⇒ (9) + 10 = 19
He'll also examine the aura of the room to the north.
Knowledge,Arcana: 1d20 + 9 ⇒ (9) + 9 = 18
GM_Verdigris |
The boots radiate an aura of transmutation, the room of evocation. Auras aside, they both seem perfectly serviceable.
While fondling the soft subtle "leather" of the boots, Othoe realizes they are in fact made out of what appears to be still living leaves. They are boots of Nimeon's father's folk, elven kind, soft and supple, but shoes all the same.
Kast Phaer |
Kast uses the Iron Quill to drag the boots over to Othoe, using the axe to hew through leg bones as necessary.
"What are these, Othoe?"
*nudge* *nudge*
* * *
"Open that door, Chrysto. We have children to find," Kast steps back from the door.
GM_Verdigris |
The southern door is open, and does not appear to be trapped:
This large circular stone chamber has four massive iron doors in the north, south, east, and west walls. The south and east doors stand open, while the north and west doors remain closed. At the center of the room a strange stone obelisk rises from floor to ceiling, its surface covered with metal bands and encrusted with deposits of a strange greenish mineral. The floor of this chamber is strewn with headless skeletons and scattered bones (no skulls among them). A dented steel shield and bits of metal armor lie at the foot of the obelisk.
Othoe |
"What are these, Othoe?"
"Huh? Oh, sorry, those are Elven Boots - very useful for various acrobatic movements. However they're sized for small feet, and I don't wear shoes."
He tucks them in his pack for now, unless someone else wants to carry them.
He'll cast Detect Magic again and look at the next room trying to pinpoint the magics he saw before.
Kast Phaer |
Kast looks in.
"No kids there nor any lizard kings around...this isn't the right way. The kids can't have made it here, can they? We can explore it later. Let's move on."
Kast urges the party down the other hallway.
Kast Phaer |
Kast doesn't see a need to go in there now.
"We have children to find...they aren't likely this way."
Kast moves to the double doors at the intersection of 6, 1 (moved on map).
"Someone want to open this while I watch our backs?"
Chrystosm |
Kast doesn't see a need to go in there now.
"We have children to find...they aren't likely this way."
Kast moves to the double doors at the intersection of 6, 1 (moved on map).
"Someone want to open this while I watch our backs?"
"OK!"
Listening carefully at the door Perception: 1d20 + 4 ⇒ (3) + 4 = 7 and giving it a quick once-over for traps Trapfinding: 1d20 + 5 ⇒ (13) + 5 = 18, Chrystosm pauses for a moment, then, unless something dreadful happens immediately, pushes the doors open.
GM_Verdigris |
The doors to the north of Kast are open, revealing a small chamber dominated by a large fountain. Steam rolls off the superheated water pouring from a stone obelisk at the fountain’s center, filling the entire chamber with its haze.
The open doors do not appear to be trapped.
Othoe |
Othoe will cast Detect Magic to see if the water is heated by a magical source or a natural one. Otherwise he will keep his distance for now.
"The kids might be hiding in all that steam. It's where I might try if I were on the run..."
GM_Verdigris |
Kast, the bravest of the lot, disappears into the steamy room.
Dorial: 1d20 + 8 ⇒ (17) + 8 = 25
Kast: 1d20 - 1 ⇒ (7) - 1 = 6
Nimeon: 1d20 + 13 ⇒ (6) + 13 = 19
Othoe: 1d20 + 6 ⇒ (12) + 6 = 18
Simon: 1d20 + 1 ⇒ (13) + 1 = 14
Kast Phaer |
"WHAT!? I'm right here. I don't think there are any children in here...hard to imagine they'd come this way. Let's press on."
Kast exits the mists the way he came.
"I can't see a thing in there," Kast bemoans. Yes, I know he can barely see things not in mist.
"We should go another direction...we need to find the majority of the kobolds and I don't think it's that way."
If someone else wants to go in or lead elsewhere, please do, Kast will be right there with you.
Simon Shrewsbury |
Kast and Othoe trudge down the hallway while Chrystosm darts into the room and Simon starts burbling again, arms flailing and fingers pointing in opposite directions "Who's going, what, vanished, split why, which when?" Simon tugs at Nimeon's and Dorial's sleeves, bug eyed and frightened.
GM_Verdigris |
As Chrystosm plunges in and Kast goes to leave, two inhabitants of the room (hidden in the mist) give belated warning, sending a shock out through the moist steamy air.
shock to Kast and Chrystosm: 1d8 ⇒ 7 reflex save (DC 12) for 1/2
GM_Verdigris |
Dorial: 1d20 + 10 ⇒ (17) + 10 = 27
Kast: 1d20 + 0 ⇒ (14) + 0 = 14
Nimeon: 1d20 + 2 ⇒ (12) + 2 = 14
Othoe: 1d20 + 1 ⇒ (1) + 1 = 2
Simon: 1d20 + 3 ⇒ (14) + 3 = 17
lizard 1: 1d20 + 6 ⇒ (18) + 6 = 24
lizard 2: 1d20 + 6 ⇒ (9) + 6 = 15
Dorial: 1d20 + 10 ⇒ (17) + 10 = 27
lizard 1: 1d20 + 6 ⇒ (18) + 6 = 24
Simon: 1d20 + 3 ⇒ (14) + 3 = 17
lizard 2: 1d20 + 6 ⇒ (9) + 6 = 15
Nimeon: 1d20 + 2 ⇒ (12) + 2 = 14
Kast: 1d20 + 0 ⇒ (14) + 0 = 14
Chrystosm: 1d20 + 5 ⇒ (2) + 5 = 7
Othoe: 1d20 + 1 ⇒ (1) + 1 = 2
I'll drop the lizards on the map in just a second.
Kast Phaer |
1d20 + 4 ⇒ (20) + 4 = 24 Reflex
Kast jumps from the shock of the mists, giving a glare to Chyrsto that the man obviously can't see.
"Must only be one at a time. In either case, I think the point remains that the children did not come this way. Let's close the doors and come back here when they are safe."
Dorial |
Round 1 | Intiative 27
Dorial calls out, "More lizards!"
She moves into the mist to help with the combat.
Attack: 1d20 + 2 ⇒ (1) + 2 = 3 Damage: 1d6 - 1 ⇒ (4) - 1 = 3
hp: 29/29
status: n/a
Equipped: Shield
Available: club, dart x3, light shield
Wind Blast (Su): 7(6)/7
Wild Shapes (Su): 2/2
Spells:
0) Detect Magic, Create Water, Light, Purify Food and Drink
1) Entangle x2, Bristle, Obscuring Mist, Whispering Wind (Domain)
2) Flaming Sphere, Wind Wall (Domain)
GM_Verdigris |
These are actual lizards, not that anyone has seen them enough to know. Concealment rules apply, 50% miss chance, high is good.
round 1, Initiative 24
The lizard closest to Kast attacks the intruder.
bite: 1d20 + 4 ⇒ (11) + 4 = 151d4 + 1d8 ⇒ (1) + (2) = 3 1d8 non lethal electrical
concealment: 1d100 ⇒ 77