Megan Robertson |
The main passage south seems the best way to go. It's quite clear, apart from the odd skeleton of someone who's fallen in combat, and you then come to another cross-roads, passages to east and west, both with alcoves containing the remains of those laid to rest here.
Calain |
Calain turns down the eastern passage and leads off. He didn't care which way they went and so he would take his cues from the little Pathfinder.
The giant man leads off, Blade out and ready...
Megan Robertson |
Everyone moves quietly down the passage to the east. There doesn't seem to have been as much brawling down here, the bones you can see rest peacefully in their alcoves. All is still silent, the silence of the grave.
Then Digweed sneezes, loudly.
Calain |
Calain looks down at Dig weed and smiles. My sentiments exactly. Let's finish in this grave.There's nothing here but dust. He picks up a skull. This fellow and his friends need their sleep. Let's head up and prepare for the caravan. Maybe I can swindle another fine night with the varisian gypsy if she's a mind to talk to....ACTUALLY let's keep looking. Their might be a bauble down here I could give her.
Megan Robertson |
Everyone gathers to examine the box. Raulzig knows that this is a typical storage box used by devotees for any precious faith-related item, something typically found at home or in one's quarters (if soldier, priest or monk).
Jengren's detect magic suggests that there's something magical in there.
Do you wish to open it here or take it elsewhere?
Calain |
Unless there is Ale inside let's be on with it. If this is all this tunnel is going to give us, let's check that last one and finish up. My throat is parched and water will have to do until the caravan arrives.
Megan Robertson |
With a horrendous screech of hinges that haven't moved in a good few decades, the door opens. The chamber beyond seems to be an enormous laboratory. Against the north and south walls are two identical daises raised about five feet from the laboratory floor, each accessed by a wide set of curved stairs. Atop each dais is a wide workbench covered in a bewildering series of glass beakers, tubes, alembics, athanors, and other alchemical tools. Some of these containers are filled with a murky green substance.
A massive mould-encrusted basalt table dominates the entrance of the room, flanked by two small tables to the east and west containing surgical tools and sheaves of old parchment. The walls of the subterranean lab were clearly fashioned from the living rock under the monastery, but carefully cut mold-encrusted tiles line the floor, interrupted occasionally by metal drains the size of dinner plates.
To the west, a flight of stairs leads upwards into darkness.
Raulzig Turfoodle |
My post fell prey to the post monster. I wish the profiles would open in a new tab/window by default.
Raulzig can't believe this lab was built by the Sarenrae monks.
He carefully approaches the basalt tables:
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
He examines the tables for any writings that have survived:
Perception: 1d20 + 5 ⇒ (2) + 5 = 7. Detect magic as needed
Zahir Arshad |
Zahir is curious and will poke around.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
He goes up and pokes at the containers filled with the green substance to see if it is more gel or liquid. Makes him think of mad alchemist lab that was meant to stay hidden.
S. W. |
"Not all that strange, all things considered. They had to prepare their dead somewhere, and it makes sense that it would be just off the body's final burial site. I suspect the stairs simply lead up to the main floor of the monastery, though what may be at the top of them now is anybody's guess, even if originally it is doubtful that they led anywhere particularly dangerous."
Megan Robertson |
Zahir, as you approach the containers you notice that the liquid within quivers ever so slightly at your approach.
As you all spread out through the chamber, the slime splashes out of their tubing and jars to attack you! It looks like sloppy, near-liquified plant matter festooned with tiny mushrooms and patches of sickly green and mustard-hued mould... and seems to be out to get you!
Initiatives, please.
Slime initiative: 1d20 ⇒ 3
Megan Robertson |
OOC: Sorry, ought to have asked you what you want to do as well as for intitiatives!
Looking at the gloop, it appears to be some kind of slime or ooze... and it's basically trying to get out of its containers and all over you lot. Fortunately, it's pretty sluggish so you all get a chance to react before it reaches you...
Post as you come by, don't wait to do it in order (I'll resolve everything in a summary post), but the order will be:
Zahir
Calain
Jengren
Samuel
Pashaj
Slimey stuff.
Pashaj |
Pashaj's spear falls to the floor with a clatter, as a chant comes to his lips. Gripping his mace, he inches towards the slime.
Free action to drop the longspear. Standard action to begin Sermonic Performance. Move action to draw the +1 mace. 5-Foot Step towards the slime.
All allies receive a +1 competence bonus to hit and damage, and a +1 morale bonus to saves against fear.
Megan Robertson |
Round 1
Raulzig leaps back, yelping and scrabbling to get his crossbow ready... his mind whirling as he tries (and fails) to figure out what the slimey stuff actually might be.
Calain swings his weapon, making a real mess of the almost-tendril of slimey stuff that was advancing on his left ankle. What's left retreats straight down one of the drains in the floor.
Jengren hurls an orb of acid, which slips out of his fingers and shatters on the corner of one of the tables. At least the slimey stuff on there is avoiding the splatter... but it's making its way around and still coming towards him.
Samuel prepares himself, muttering a spell and readying a morningstar.
Pashaj drops his spear and begins to chant as he makes threatening gestures with his mace.
Now as for my slimey stuff....
Tendrils reach out towards everybody - well, apart from Calain who made short work of the one reaching for him!
Tendril on Raulzig: attack 1d20 + 3 ⇒ (14) + 3 = 17, dmg 1d8 + 1 ⇒ (5) + 1 = 6
Tendril on Jengren: attack 1d20 + 3 ⇒ (17) + 3 = 20, dmg 1d8 + 1 ⇒ (8) + 1 = 9
Tendril on Samuel: attack 1d20 + 3 ⇒ (7) + 3 = 10, dmg 1d8 + 1 ⇒ (3) + 1 = 4
Tendril on Pashaj: attack 1d20 + 3 ⇒ (8) + 3 = 11, dmg 1d8 + 1 ⇒ (6) + 1 = 7
Digweed emits a shrll screech and flees back into the catacombs, leaving his lantern behind.
If the attack on you succeeded, please make a Fortitude save. The slimey stuff will attempt to engulf those it hit, so you will also need to make a grapple check for the next round. You may now declare actions & make the necessary rolls for the next round.
Jengren Dsustrun |
fort Save: 1d20 + 2 ⇒ (14) + 2 = 16
The tendril hit Jengren does it have improved grapple or grab? I assume so but if not, do I get the AoO?
Initiating grapple is a standard action so that begin in round 2, correct? If round two then Jengren will withdraw as full round action.
Jengren, who is badly injured, is attempting to withdraw as far away as possible. How long are the tendrils reaching?
S. W. |
AC 19, CMD 20, 6/6 HP, Mage Armor, Fighting Defensively
Samuel dodges the thing attacking him, and tries to hit it while defending himself at the same time, though it is clear that defense is more important than offense at this point.
Attack 1d20 - 2 ⇒ (5) - 2 = 3(normal +1 from Sermonic Performance -4 from fighting defensively
Calain |
Calain makes a short charge for the goop going after the wizard. Not out of any friendship.
More likely concern his death will bring some curse or bad luck. That stuff happened all the
Time.
2 handed PA, Charge1d20 + 5 - 1 + 2 ⇒ (4) + 5 - 1 + 2 = 10
Damage1d10 + 6 + 3 ⇒ (4) + 6 + 3 = 13