| Navior |
Although it's not too difficult to look back over the last few pages, I think a brief recap will be useful to help get us back into the game.
You have been making your way towards an old temple in Tazion where you expect to find a snake person, as well as some giant wasps. You have just defeated a large group of charau-ka led by their shaman, Raogru, and are hopeful that with their defeat, any remaining charau-ka will leave you along.
You have now reached the temple. To repeat the description from earlier: At the front of the ziggurat, a wide flight of stairs leads up to a columned entrance. Rubble litters the steps and vines grow over just about everything. You can only see a portion of the chamber that the steps lead into, but given the rubble, it's clear that portions of the ceiling have collapsed. Plants and more tangled vines grow up through the floor.
In addition to the stairs, you can see two other entrances to the ziggurat. A pair of double doors to the right allow entry to a side section, while to the left, a single door provides entry to another side section.
Douena approached the side door and used her door sight ability to peer through and see beyond: Cracked, faded paintings on the walls of this room depict ancient soldiers fighting snake-headed creatures under bright skies. The stonework beneath the paintings appears damp and is covered with condensation. The ceiling above is decorated with faded solar designs. Light leaks into the room through one spot where the ceiling has partially collapsed.
Mahjik has started his way up the main stairs to look into the area beyond. "Perhaps we shouldn't be hasty," Jask says to Mahjik.
| Tar'kanas |
Tar'kanas finds himself lost in thought as the others go about investigating. He's broken from his reverie as Jask speaks, looking around to make sure no one noticed he wasn't paying attention. "While caution is wise, I believe it is time to move and see what awaits us. We will never know if we remain here longer than we already have."
| Navior |
Jask nods in acceptance at Tar'kanas's words.
Mahjik reaches the top of the steps and peers round the corner. A smaller, inner structure fills most of this large chamber. The ceiling has collapsed in some places, and a tangle of vines, mosses, and other plants grow in the thick mud covering the floor.
| Navior |
Douena finds no sign of traps on the door. The door is not locked and opens easily. Your group moves carefully into the room. Around the corner, the walls are covered in the same kinds of faded paintings Douena could see in the front part of the room.
At the far north end, there is another door. A large patch of yellowish fungus grows on the floor in front of the door.
Bizarrely, it is not possible to label square grid coordinates in Roll20, though it is possible to label hex coordinates.
| Urza Sha'rahad |
"Fire you say?"" Urza gets a smile on his face. "You might want to stand back a bit." It's easy to tell that he's ramping up for a good fire, but he suddenly stops. "Sometimes simpler is better." He gathers some wood and tosses them into the mold, careful not to be too close. He then uses Spark to set the sticks, and hopefully the mold, on fire.
| Mahjik the Flink |
Just so everybody is on board: Mahjik's profile has been updated with his equivalent implementation using the Monk Unfettered's monk rules. I assume it is okay to play with that, though Navior hasn't let me know if he finished reading the PDF yet.
Mahjik ponders the elf's words as he approaches. "What other molds are there? Is weakness to fire a common trait for them?"
Knowledge (nature): 1d20 + 4 ⇒ (10) + 4 = 14
| Navior |
Douena soon gets her answer. When Urza tosses the twigs onto the mould, puffs of smoke-like pores shoot into the air around the mould and several feet in front of it. As soon as Urza casts his spell, the floating spores go up in a quick burst of flame. The mould on the floor takes a little bit longer to burn up, but in under a minute, it's gone--almost like it was never there.
"Excellent work, my friend," Pezock says approvingly. "No worthless mould will stop us!"
| Douena Trestleben |
Douena moves over the scorched floor to the next set of doors. First she listens for any sounds of movement on the other side in reaction to the party's approach; then she checks for traps.
Perception to listen 1d20 + 13 ⇒ (18) + 13 = 31; to check for traps: take 10 for 23
| Navior |
Douena hears nothing beyond the door and finds no sign of any traps on it.
The door is unlocked and beyond lies a partly flooded foyer. Water has seeped in under a pair of double doors to the west. Another pair of double doors to the east are partially submerged in mud. It looks as though the entire east wall may have subsided since the doors otherwise look secure in their frame. Another single door is in the north wall.
| Douena Trestleben |
"I feel like keeping some might have been useful." Makoa says as he adjusts his axe in his grasp.
"We could have grown some in a jar and then thrown it at people like a poison-ball!" Douena agrees with disturbing enthusiasm.
Are there any footprints/slithermarks visible in the mud to show if there's been any traffic through here? Douena will take 10 on Perception for 23 to look for footprints; anyone with Survival might roll that to look for signs of passage.
| Douena Trestleben |
"Nothing in here," Douena says with obvious disappointment. "Unless whatever comes through here flies through." She looks up hopefully toward the ceiling.
How about sounds? Can we hear the buzzing, or any other sounds from any particular direction? Take 10 for 23
| Douena Trestleben |
"I hear something past the water," Douena whispers, pointing to the doors in the western wall. "Do you think maybe there's a drier way in? Let's try the north door."
Unless anyone objects, she checks the door for traps and to see if it is unlocked.
Unless otherwise specified, assume she's taking 10 on Perception for a total of 23. Also, I've lost track if she's already done this today, but I assume there's enough rubble around for her to pick up a few small stones for purposes of casting light on when needed?
| Tar'kanas |
Sorry. Meant to respond to this a while back and completely forgot.
Way Earlier
Mahjik ponders the elf's words as he approaches. "What other molds are there? Is weakness to fire a common trait for them?"
"There are various kinds of molds. And as far as fire being a common weakness... I do not recall."
Currently
Tar'kanas nods and follows the gnome toward the north door.
| Navior |
Unless anyone objects, she checks the door for traps and to see if it is unlocked.
Unless otherwise specified, assume she's taking 10 on Perception for a total of 23. Also, I've lost track if she's already done this today, but I assume there's enough rubble around for her to pick up a few small stones for purposes of casting light on when needed?
There's loads of rubble for a light spell.
Douena finds no signs of traps on the door, which is also unlocked. Opening it reveals a room with a high, arched ceiling embedded with crystals to represent a starry sky. Friezes along the walls show people of noble bearing travelling through a variety of landscapes and terrains. The hall ends at a curved flight of descending stairs.
On the floor in front of the stairs are three metal statues of cobras. The bodies are made of overlapping metallic plates, suggesting that the poses of the snakes are adjustable.
| Douena Trestleben |
"Hmmm," Douena considers, rapidly making things up. "Well, the stars journey across the sky ... and the people are journeying all over the world ... but the snakes are in their way." She points to the three metal cobras. "In the last room, they were fighting snakes under the sun; they could have been followers of Sarenrae. And the snakes are opposing Desna, too, which accords with all the dreams she's given me. So the snake-people are opposed to all the good gods ... which means we have to fight them, too. Does that make sense, Jask?"
Knowledge (religion) 1d20 + 6 ⇒ (3) + 6 = 9
| Jask Derindi aka Navior |
Jask moves forward and between Douena and Urza to look into the room. With a shrug and a moment of hemming and hawing, Jask says, "Well, I suppose it's one possible interpretation. It could also just be a record of actual people journeying without a religious significance. They could easily have been followers of Desna though. I've no idea what the snakes in the middle of the room are supposed to designate though. They seem separate from the friezes. They almost look like they're guarding the stairs."
Jask Knowledge (religion): 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
| Navior |
"Then let's do it," Pezock says, drawing his sabre and moving forward. Jask backs away.
Sure enough, as soon as Pezock moves towards the stairs, metal eyelids on the cobras slide open revealing red glows beneath.
Douena Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Mahjik Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Makoa Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Tar’kanas Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Urza Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Untari Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Ishirou Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Jask Initiative: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Lorenz Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Pezock Initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Sasha Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Shokambe Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Cobras Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Order: Untari, Douena, Makoa, Lorenz, Cobras, Jask, Urza, Mahjik, Sasha, Ishirou, Tar'kanas, Pezock, Shokambe.
First Up: Untari
| Navior |
Ah, yes! I'm forever forgetting the Knowledge checks. Thank you for reminding me.