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Tecolote and Bolger continue to follow the hallway west as the goblins all fire their arrows at Caemillia and Ford. Caemillia and Ford each dodge an arrow as the final arrow slams into Ford's shoulder
Shortbow vs Caemillia AC 17: 1d20 + 4 ⇒ (8) + 4 = 12
Shortbow vs Ford AC 17: 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d4 ⇒ 2
Shortbow vs Ford AC 17: 1d20 + 4 ⇒ (7) + 4 = 11
Caemillia (5/12 HP)
Sial (Orza 15/21 HP)
Ford (8/11 HP)
Aparctias
Tecolote (7/8 HP)
Bolger (4/10 HP)
----------------------------------
Goblins Upper W
Goblin Upper E (-3 HP)
Goblin Upper S (-3 HP)
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Caemillia slashes and thrusts her sword against the goblin, but the little evil creature escapes unscraped
Longsword: 1d20 + 2 ⇒ (8) + 2 = 10
dmg: 1d8 + 1 ⇒ (5) + 1 = 6
I hope I won't ashame my goddess... the training dummies were SO MUCH easier to hit!

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Sial takes a 5 foot step from under the scaffold.
"Orza STAY where you are under cover my friend"
Handle Stay: 1d20 + 8 ⇒ (17) + 8 = 25
Simple Action]
Sial charges his sling with Arcane Power Arcane Strike on Sling Bullet
Sial slings another bullet at the Goblin above and closest to him this time
Sial Sling Attack Goblin: 1d20 + 2 ⇒ (6) + 2 = 8
Sial Sling Damage: 1d4 + 4 ⇒ (3) + 4 = 7

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Caemillia moves into the goblin on the upper level as the goblin drops it's bow and dodges out of her path as SIal hurls another stone over the goblins head where it used to be. The stone bounces harmlessly off of Caemillia's armor.
Aparctias hurls his rope dart at the southern goblin up above but misjudges his distance and it falls short.
Bolger sees that the path does not lead to the above area and decides to turn back.
Caemillia (5/12 HP)
Sial (Orza 15/21 HP)
Ford (8/11 HP)
Aparctias
Tecolote (7/8 HP)
Bolger (4/10 HP)
----------------------------------
Goblins Upper W
Goblin Upper E (-3 HP)
Goblin Upper S (-3 HP)
----------------------------------

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Ford watched as this blasted little goblin seemed to be dodging everything they threw at it! Time for some divine intervention. "BY my might... YOU! WILL! YIELD!" Another stamp of his spear into the ground, as waves of energy spilled forth, darting straight for the last goblin, and it alone.
Channel Negative Energy: 1d6 ⇒ 3
As always, DC 17 to halve the damage.

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Ford lets loose another eruption of negative energy that slams into the two goblins, nearly dropping them to their knees.
The goblins take the full brunt of the energy as they both collapse to the ground in a comatose deathlike state as their hearts stop beating.
Will save: 1d20 - 1 ⇒ (4) - 1 = 3
Will save: 1d20 - 1 ⇒ (3) - 1 = 2
Caemillia (5/12 HP)
Sial (Orza 15/21 HP)
Ford (8/11 HP)
Aparctias
Tecolote (7/8 HP)
Bolger (4/10 HP)
----------------------------------
Goblins Upper W
----------------------------------

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Ford leveled his spear at the remaining goblin, clearly not looking very happy with the creature. Not how I meant for that to happen, but perhaps I can use that to my benefit. he mused interally.
"If you do not wish to meet the same fate, you will drop your weapons and give up! NOW!" Ford declared, glowering at the goblin.

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Tecolote decides to come back to the room with Bolger.
The remaining goblin hisses at Caemillia as it fires one more arrow at the woman. The goblin begins to shriek and spew all kinds of vile and hateful things at her. The arrow strikes the wall behind her as it does not come anywhere close.
Shortbow: 1d20 + 4 ⇒ (4) + 4 = 8
Caemillia (5/12 HP)
Sial (Orza 15/21 HP)
Ford (8/11 HP)
Aparctias
Tecolote (7/8 HP)
Bolger (4/10 HP)
----------------------------------
Goblins Upper W
----------------------------------

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Sial takes a 5 foot step towards the centre of the room
[Simple Action - Arcane Strike on Sling Bullet
Sial charges his sling with Arcane Power
Loads his sling
Sial slings a bullet at the Goblin above on the scaffolding, assuming no one else finishes it off.
Sling attack and damage: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 4 ⇒ (2) + 4 = 6

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The combined attacks are enough to drop the final goblin.
Combat Over
At the southern corner of this room, better known as the Hall of Demons stands the magically sealed doorway that you were sent here to investigate. The large stone door has seven thumb sized sockets embedded into the door arranged in a ring around a starburst design.
Picture is above as a reference

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Sial calls back to Caemillia
"Well I can come up the stairs to you... it just depends if we want to explore the rest of this level"

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Ford stamps his spear in the ground again, though thankfully, no energy waves pulse from this one. "Lady Caemillia, how are you faring? If you are injured, I can assist with that." Ford turned to Bolger, smiling as he kept his hand in his pocket, grasping the wand as he used another charge of it to heal himself once more. Soon enough, I won't have to pretend like this...
"That goes for anybody. Master Bolger, you look like you could use some divine aid..." he stated, smiling as his own injuries mended themselves up.
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9

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"The stairs that Bolger and I tried to ascend to get to the goblins in the balcony do not appear to lead to the balcony, but deeper into the upper level. While we may not want to open the door yet, I am going to take a quick look and see if there is anything else we can learn." Tecolote takes a couple minutes to give the door a thorough look.'
Take 20 for 29 to see if there is anything not immediately visible such as inscriptions, traps, etc.

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You do not find anything particular about the door but you are able to locate that there is a trap built into the door's mechanism. You believe that it has the potential of delivering a deadly shock.
On the bodies of one of the goblins you find a pouch that contains 60 gp, a potion with a heavenly glow about it and a small gold ring with an emerald inset into it. The emerald seems to be roughly the same size as the seven sockets in the door.

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"This isn't good. He points to the door. It looks like whoever set this here has also built a trap mechanism into it. It looks like it could shock you and I don't think I see an obvious bypass. However, take a look at this emerald in the ring the goblin had. Looks like a perfect for one of the sockets. I wonder if we'll find mates for some of the other six further on?"

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Orza follow me, my friend
Handle Animal Heel: 1d20 + 8 ⇒ (16) + 8 = 24 (follow closely)
Waiting for Tecolote to finish his investigations Sial loots, and looks around the room, checking for secret doors, anything that might be of note.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
After Tecolote is finished there appears to only be the stirway out so Sial heads up that.

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Ford nodded as he leaned his staff against his shoulder, raising his hand to point first at Caemillia, then to Bolger, squinting as their wounds slowly stitched themselves up.
CLW Caemillia: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Bolger: 1d8 + 1 ⇒ (4) + 1 = 5

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Sial also inspects the door while Ford continues to mend everyone's wounds once Caemillia rejoins the rest of the party.
Sial is unable to find anything more obvious than what Tecolote already stated so the group continues down the hallway.
After a few moments the narrow passage widens out into a room here before continuing. Piles of sand and rubble fill the corners of the room, and the sound of splashing water can be heard from the east.
As the group enters the room everyone but Tecolote and Caemillia notice that there is a pit trap concealed in the middle o the room.
Aparctias: 1d20 + 11 ⇒ (17) + 11 = 28
Caemillia: 1d20 + 2 ⇒ (5) + 2 = 7
Rod: 1d20 + 0 ⇒ (20) + 0 = 20
Sial: 1d20 + 6 ⇒ (17) + 6 = 23
Tecolote: 1d20 + 9 ⇒ (7) + 9 = 16
Bolger: 1d20 + 6 ⇒ (18) + 6 = 24

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Sial says "Watch out for the pit trap in the middle of the room Orza, i'll show you were it is." gesturing to Orza
Orza looks at Sial sideways and gives a "Chirrrrup" of recognition
Sial points out the edges of the trap.
Sial looks at what the covering of the pit trap is made of to see if he can disassemble it.

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"Pit?" Tecolote looks more closely once the area is pointed out. "Perhaps it would even be better for us to trigger it intentionally, while keeping ourselves safe of course. I learned in my training that sometimes a trap will conceal a hidden location or treasure of past victims."
With the trap pointed out, Tecolote will take 20 for 29 to look for a trigger mechanism and set it off (assuming no one objects). If you need a DD roll, someone else will have to try. I'm not trained in that yet.

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Tecoote grasps a hefty stone from the rubble as he drops it on the traps mechanism. The doors to the pit trap heave with a lurch as the flagstones drop.
At the bottom of the 20 foot pit there is a long-dead skeleton dressed in rusted mail. An old leather backpack lies beneath the skeleton.

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Tecolote points at the skeleton, "Ah, sure enough. A past victim. I have some silk rope. Let's check this out." The tengu pulls a coil of silk rope from his backpack and begins knotting it to make it easier to climb down. "Any volunteers? If one of you can hold the other end, I'm willing to try climbing down."

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Sial may look a bit rough but he also looks well muscled
"I should be able to hold and lower you down Tecolote"
Sial takes the rope and assists when it is ready.

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"That's a good suggestion Bolger. You look like you can scamper right up and down the rope." Tecolote finishes knotting it and tosses the loose end into the pit. "Here, the rest of us will brace the rope. Let's see if that unfortunate victim left anything for us."

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Bolger easily descends the rope into the pit where he grabs the backpack. Inside the backpack he finds a handful of coins. 90 gp and 200 Sp worth. He also finds a crumpled up scroll in one of the side pockets.
Knotted rope is only DC 5

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Sial strains a little but keeps holding onto Bolger and following his directions for loosening and tightening.

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Tecolote identifies the scroll as a scroll of invisibility.

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Well, I guess this can be helpful. I've always wondered if someone invisible could see himself... Anyone can satisfy my curiosity? Not by using the scroll, just an "My teacher in arcane arts once told us...." kind of speech.

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Sial moves forward around the pit and down the corridor a little with Orza still following
Sial moves to where i put him on the map then tries stealth
"Lets be a bit quiet my friend in moving from now"
Handle Animal Sneak: 1d20 + 8 ⇒ (14) + 8 = 22 and
Handle Animal Heel: 1d20 + 8 ⇒ (3) + 8 = 11 (follow closely)
Orza's Sneak roll: 1d20 + 7 ⇒ (9) + 7 = 16
and Sials rolls if needed
Sneak: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 6 ⇒ (3) + 6 = 9

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Ford peers down into the pit trap, squinting and moving along the side. "To my knowledge, Lady Caemillia, the spell doesn't render you invisible to your own eyes. It is not true invisibility - more of a mass illusion. A discerning eye can see through it. And since you are the one conjuring the illusion... well, you understand by that point, I imagine."
Passing carefully along the wall, Ford quirked an eyebrow, before reaching down to grab a nearby rock. "May my divine presence serve to warn the faithful." he chanted, before lighting the rock up with bright light. Taking the rock, he tossed it into the pit trap. "That should stay alight for about 20 minutes. Simply look for the light."
Casting Light on a rock, tossing it into the trap. Should be able to reach to the top of the pit, and outline the hole pretty distinctly.

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A pool of luminous blue water lies in the center of this grand
chamber. A spectacular fountain pours into the pool from the image
of a winged beast, perhaps a sphinx, low on the north wall. From
there, a pair of steep stone stairs ascend in switchbacks to the north,
flanked by ornamental pillars and terminating at a stone doorway.
The pool is 5 feet deep. The water is cool and refreshing;
its weird glow comes from the bright blue tile of the pool
basin, which shines softly with old magic.
There are four skeletons atop the stairs armed with shortbows.
Aparctias: 1d20 + 4 ⇒ (9) + 4 = 13
Caemillia: 1d20 + 1 ⇒ (10) + 1 = 11
Rod: 1d20 + 2 ⇒ (15) + 2 = 17
Sial: 1d20 + 2 ⇒ (15) + 2 = 17
Tecolote: 1d20 + 4 ⇒ (9) + 4 = 13
Bolger: 1d20 + 4 ⇒ (1) + 4 = 5
skeletons: 1d20 + 6 ⇒ (19) + 6 = 25
Sorry Sial but the trap going off already warned them.
The skeletons all fire their bows at Orza. Four arrows soon protrude from the dinosaurs thick hide.
Shortbow vs Orza Ac 14: 1d20 + 2 ⇒ (16) + 2 = 18
Shortbow vs Orza Ac 14: 1d20 + 2 ⇒ (14) + 2 = 16
Shortbow vs Orza Ac 14: 1d20 + 2 ⇒ (16) + 2 = 18
Shortbow vs Orza Ac 14: 1d20 + 2 ⇒ (12) + 2 = 14
damage: 4d6 ⇒ (1, 3, 6, 2) = 12
Skeletons
------------------------------------------
Sial (9/21 HP)
Ford
Tecolote
Aparctias
Caemillia
Bolger

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Aparctias immediately reacts by shrouding his entire party in fog.
Spontaneously casting Obscuring Mist by losing Entangle.