Clacent |
GM Alice's description of the word cure is vivid enough for me.
"My apologies for jumping into conclusions that quick. My previous training taught me to swing first, ask later." says Clacent as he picks up the shortbow from the corpse.
If nobody wants to use it, I'll pick up the shortbow.
GM Alice |
Thayn, I'll use that check for the first two (identical) blue potions, but you'll need to make a 2nd check for the silvery potion.
Thayn takes a tiny sip of one of the two blue potions... it has a refreshing and slightly minty taste, and is quite familiar to him as a potion of cure light wounds. No doubt the other one is exactly the same.
Yarg Nairrod |
How about we let the wounded ranger drink one for now? He's down 7hps and in game potions go 'poof' at the end of the session - we can't carry them to the next
Yarg Nairrod |
Yarg collects anything that no one else wants and will put it near the entrance of the dungeon to collect on the way out.
Clacent |
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
"I've seen one of those before, a comrade of mine used that to protect himself from evil." says Clacent identifying it as a potion of protection from evil.
If the pathfinders would let Clacent use the potion of Cure Light Wounds,
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Nicolae Tiberius |
I agree with Yarg, go for it Clacent.
Nicolae seems a little shocked by the whole situation but he quickly recovers. He picks up the masterwork thiefs tools from the body. Drawing his grappling hook and rope he says.
This should make our climb easier. Looking at the monks. At least for those of us wearing armor, I dont think you guys will have any problems.
Do I need to roll anything to toss the grappling hook up and secure it?
Balak Stone |
Balak watches as his comrades dismantle the threat, and he nods in approval at their efficiency. "Feelin' better all the time about our chances in there." he says with a smirk before shouldering his pack again and starting to climb up the slope.
Climb 1d20 + 7 ⇒ (4) + 7 = 11
Chasik"Bash" |
Chasik will, stow his weaponry and shield, and attempt to climb the pillars.
climb: 1d20 + 2 ⇒ (14) + 2 = 16 vs DC 15
Clacent |
Clacent will probably be the last person to climb up, after he is done tending to his wounds.
Take 10 on climb.
Take 10, Climb: 10 + 4 - 5 = 9 x = whatever bonuses the rope will give.
"Wait up, there might be another surprise waiting for us," says Clacent as he checks the door.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
GM Alice |
Using a rope will decrease the DC to 5, which should probably allow everyone to take 10 if they haven't already gotten up the slope.
Given some time and putting their muscle behind it, everyone is able to ascend to the top of the slope. Clacent puts his ear to the door and listens a moment, but he is unable to hear anything. The ranger tries the knob and attempts to push it open. The rot of ages seems to have taken its toll on the portal, and the door snaps from its hinges and falls inwards with a loud crack and updraft of dust from the untouched dungeon. Light from outside beams in through the now open archway, allowing you to peek inside. A corridor runs along this entrance, abruptly turning to the north just west of your current position. To the east, it appears to lead into an open room of some sort. There is a door on the north wall just a little to the east of you as well.
Attached to the north wall at this corridor junction is the relief carving of a giant face. The relief is that of a Qadiran man with a billowing beard. His eyes are closed, and his lips are parted, as if he were blowing out a flame. His lips frame a deep hole in the wall. The paint once adorning the relief is chipped and faded, but traces of its brilliant blues and pristine whites are still visible here and there. On the man's forehead is a single Kelish word, carved in a flowing script: অনিল
If you can't see the Roll20 map, north is towards the left side of the map.
Thayn Runeseed |
Thayn moves forward, as silently and carefully his elven feet can take him, looking carefully for a trap at every step and listening for any more creatures moving beyond the corridor. If there is no threat, he examines the relief closely.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Stealth: 1d20 + 8 ⇒ (8) + 8 = 16
GM Alice |
Thayn neither hears nor spots any dangers just inside the entrance, so he sneaks inside and investigates the relief. The face itself hides no secrets, but his keen elven eyes spot something odd inside the hole that is the Qadiran man's mouth, close enough that he could reach in and touch it if he wanted to: a small switch (more of a fingertip-sized pressure plate, really) built into the stone. If there is more to the device built inside the relief than that, Thayn isn't sure...
GM Alice |
Thayn inserts the arrow into the hole and presses the button. There's a brief gust of air from the mouth that blows his hair back and ruffles his clothes, followed by the Kelish runes glowing a pale yellow for a moment. Barely ten seconds after he presses the button, both the glowing runes and the zephyrs fade away into nothingness. Nothing else appears to happen.
Chasik"Bash" |
Chasik will do as instructed by Thayn and stay clear of the area. As far as marching order, Chasik is comfortable being in the middle, able to help either side should something arise in hostility.
GM Alice |
Can I get word on light sources? I presume you have some at least. :)
So marching order: Thayn/Nicolae/Chasik/Yarg/Balak/Clacent
You may have seen the secret GM version of the map by accident... please pretend you didn't :P Map Screencap Minus Spoilers
Clacent peeks around the corner just to the left. The hall turns abruptly and opens out into a large, quiet room. It's dank and dusty, and a strange draft flows through it, carrying with it a foul odour. Rubble is strewn here and there, mostly piles of rock and stone, although you think you spot the battered and ancient remains of a wooden chair as well. A strange, slimy slick glistens down the western wall, right next to a wooden door. The room seems to open out further towards the north-eastern corner, although it's hard to see too much from here. The only thing you can hear is a faint drip echoing from deeper in the dungeon.
Chasik"Bash" |
If nobody can cast light, Chasik will attach a lit torch to his shield sconce to use as a light source :)
Chasik"Bash" |
If Clacent fails I will try to make a check for dungeoneering
Knowledge Dungeon (take 10): 10 + 4 = 14
Thayn Runeseed |
Thayn lightly steps over to the corner and peers into the room; one might even say he appears to be having fun and eager plumb the dark depths of the ruins.
Stealth: 1d20 + 8 ⇒ (3) + 8 = 11
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Knowledge: Dungeon: 1d20 + 7 ⇒ (10) + 7 = 17
Knowledge: Nature: 1d20 + 9 ⇒ (5) + 9 = 14
Thayn has low light vision, so he should be fine with the glowing shield.
GM Alice |
Clacent can only determine that the slick is something unnatural. Chasik and Thayn, however, recognise that it is some kind of ooze creature that has stuck itself to the wall: a giant amoeba, in fact. It would be hard to distinguish it from any other hazard if not for the half-digested rat skeleton hidden within its 'body'.
Since I suspect you guys probably want to deal with the ooze... initiative time!
Balak: 1d20 + 1 ⇒ (18) + 1 = 19
Chasik: 1d20 + 1 ⇒ (18) + 1 = 19
Clacent: 1d20 + 8 ⇒ (11) + 8 = 19
Nicolae: 1d20 + 2 ⇒ (16) + 2 = 18
Thayn: 1d20 + 4 ⇒ (13) + 4 = 17
Yarg: 1d20 + 1 ⇒ (9) + 1 = 10
Amoeba: 1d20 - 5 ⇒ (13) - 5 = 8
B: 1d20 ⇒ 12 C: 1d20 ⇒ 19
Initiative: Clacent | Chasik | Balak | Nicolae | Thayn | Yarg | Amoeba
Map Screencap | Actual Map (please move yourselves if you can)
OOC
I strongly suspect you guys are going to cut this thing in two before it gets to move. As such this will probably be relevant to know when you can move on:Its AC is 6
Its HP is 15Good luck. :P
Chasik"Bash" |
When my turn :)
Chasik will move 3 diagonal spaces to reach the creature, then take a mighty swing at it with his hammer.
1d20 + 4 ⇒ (14) + 4 = 18 vs AC 6
1d8 + 2 ⇒ (6) + 2 = 8
Clacent |
Greatsword, Power Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 2d6 + 4 + 3 ⇒ (2, 3) + 4 + 3 = 12
Clacent zigzags his way to close the gap between him and the amoeba,
"Then we shall not let it grab us," says Clacent as he splits up the amoeba in two.
He observes closely, "Now we shall see if it will split in two."
GM Alice |
The poor, helpless amoeba simply splatters into tiny little chunks of jelly after it is mercilessly slaughtered by roaming adventurers. Thankfully, it doesn't appear to be of the type that is still active once it's split in two!
Now that you've come towards the southern end of the room, you can tell that the foul odour you detected earlier is coming from beyond the nearby door. It smells like rotting eggs... nay, something even worse than that. And the door's closed, even. Who knows what it would be like inside?