Balancing atop Kallants broad shoulders, Peck carefully disables the first trap, but the second trap proves more difficult, and something goes wrong. A beam of light fires from it, but unlike previously, this is constant, firing against the far wall and gradually causing it to glow with heat.
"Oh shit. Ummm... we should probably move out of here..." Peck says quickly and nervously.
Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:
Kizziar telepathically acknowledges Morvan's instruction, then floats invisibly into the chamber ahead and prepares to begin screaming if the humanoids are noticed and a distraction becomes necessary.
M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9
Urashu hesitates by the trap. "One good shock should take care of this.." He reaches toward it and then stops, remembering the robots; this was not a time to be wasting spells.
He follows the others deliberately, though he has trouble in the dark and stumbles into some loose furniture.
Right, sorry. Also remember though that blind characters (specifically Urashu and Morvan) take a -4 penalty on Str and Dex based skill checks, and require an DC 10 Acrobatics check to move at more than half speed (not pertinent yet, but may potentially become so).
As you carefully make your way across the room, Urashu stumbles over some debris and shifts an overturned chair slightly. The nearest zombie cocks its head and wanders over to where the sound came from, but by the time it gets there you have moved on. Peck easily opens the door, and you all quietly shuffle through it.
Darkvision:
You find yourselves in a short hallway with two doors, one directly to your right, and one straight ahead at the end of the hall. Nothing else seems to be in the room.
Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:
We're in a hallway with one door immediately to our right and another up ahead at the end, Kizziar reports to his comrades. I'm for checking the closer room before continuing onwards.
Light floods into the room, and everyone can see clearly, though it takes a moment for your eyes to adjust. Nothing untoward happens. The room appears just as Kizziar described.
The room is disgusting, blood, rust, and dirt covering the floor, walls, and even ceiling. Standing in stark contrast are the two operating tables, and a workbench. The operating tables are spotless steel, with restraints and trays of tools, small blades, and other unusual implements on them. The workbench contains more and stranger tools, all neatly placed and organized (you presume). Across the room are four doors, with another to your left.
Kizziar:
Hovering in the middle of the room is a roiling cloud of darkness. As you watch, you see screaming, ghostly faces flicker throughout the cloud.
Monster Perception:1d20 + 22 ⇒ (1) + 22 = 23 Wow. Since it got a nat 1 and you're all invisible, I'll assume that it doesn't see you and didn't notice the door opening, so don't worry about rolling Stealth.
Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:
Kizziar sighs internally and replies, Yes, there is in fact a substantial cloud of darkness pocked with shrieking, spectral faces located directly before us. And Kallant, maybe don't compromise our invisibility by speaking aloud before we're sure what's in the room?
Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:
Is Vespartius in here? If not, perhaps we would be better served backing out of this room and checking out the other room. Avoid a fight we don't need.
Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:
My link with Vespartius doesn't give me any information about his location, I'm afraid. It's purely empathic. I can't see any indication that he's in this room, but he could be behind one of the many doors here.
Knowledge (Religion): You recognize the creature from the book On Spirits and Sufferings, an infernal tome on incorporeal undead. Its name is translated as 'Caller in Darkness'. They are spiritual devourers, a cloud of psychic anguish that seeks to devour the minds of sentient creatures. They live in darkness, and can be warded away by sunlight.
Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:
"Can anyone create sunlight, or light bright enough to be similar to the sun? The creature is an incorporeal undead known as a Caller in Darkness. They are spiritual devourers, a cloud of psychic anguish that seeks to devour the minds of sentient creatures. Sunlight wards them away."