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Well, did we want explore these coffins, or shall we head immediately in? I favor the latter

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"I sez "leave no stone unturned'd"-- well, actully sumbuddy else sed that, prob'ly a long time ago, an' they mighta been talkin' bout rocks...
Duhwoo will start looking in all the caskets, starting with the big one in th middle.

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"Dang, there ain't no toys or nuthin' -- reckon these here kidz died o' boredom! Alright, guys, ever'body get 'way from th' door: git ready t' talk to another elly-mental, will ya, Miss Starseeker?"
another air elemental from the [so]wand o' trap springing[/so]...

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init: 1d20 + 8 ⇒ (10) + 8 = 18
Does a 5' grid descend from the heavens?

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Yea i dont see my token on the map to move.. She would be behind Lithuan..
Avoreal casts Greater Invis before entering the next room.. She also bump her wis +6 as a swift action..
Init: 1d20 + 9 ⇒ (20) + 9 = 29
Perc: 1d20 + 24 ⇒ (6) + 24 = 30 Detect Magic, True Sight
Spellcraft: 1d20 + 28 ⇒ (6) + 28 = 34

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Added a token for you

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Pffft... the last carpet that was purposely described in an adventure I played was just a vehicle for a spell/trap. I will now endorse the wild theory it's a really giant sepia snake sigil

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.
Then Duhwoo will dash in to the left along the wall -- and if Fly is still on, along the ceiling -- to the southwest corner of the room...

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Avoreal will head in after, flying to the right along the wall.. Taking a gander..
Perc: 1d20 + 24 ⇒ (17) + 24 = 41
Spellcraft: 1d20 + 28 ⇒ (2) + 28 = 30
She uses her augment ability to up her nat armor by +3 for 7rds..

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Lithuan will fly into the center, keeping an eye on the treacherous rug.
Perception, Echolocation: 1d20 + 25 ⇒ (9) + 25 = 34
The fly has a couple of hours on it. By my reckoning, the resist fire only has a few more minutes on it

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"Lussee whut happ'ns to this l'il feller..."
this time an Earth Elemental from the wand o' trap springing wand o' Summon Monster II -- right in the middle of the rug!

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.
Duhwoo nods his head in a way to say follow my lead, then pounds on the ice in front of the ice-encrusted west door with his fist...
"Like this, boy!"

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"Good boy!"
And Duhwoo will examine the wall a little closer, to see ifmhe can determine themsource of the ice...
Duhwoo's Perception check: 1d20 + 19 ⇒ (9) + 19 = 28
"Reckon we gotta find them thar controls fer the cryogenic suspension unit!"

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Lithuan flies up and attempts to push open the north door
Strength check?
1d20 + 3 ⇒ (19) + 3 = 22

drbuzzard |

Duwoo: You feel cold radiating from the other side of the door as if it is extremely cold in there (yes, I know technically cold cannot radiate since it is an absence of heat, but you folks are primitive medieval screwheads so go with it).
Lithuan: The north door is a solid slab of stone. There is, however, the normal medusa face which you have come to associate with the door opening mechanism.

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Errr... K(planes) on the door? Could it be a planar effect? Arcana?

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"Mebbe we kin shut down the coldifying ee-fect from that north room, Lithuan. Ya wanna 'nother elly-mental?"

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I harbor some concern that opening the door will in turn trigger these side doors to open and unleash whatever the hold. Yet, we are even now warded against magical cold, so perhaps my fears are overwrought. Let us try an elemental to open this north door

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"Git reddy, Miss Starseeker!"
Another Air Elemental from the wand o' Summon Monster II...
"Tell 'm ta open th' north door!"

drbuzzard |

The ceiling of this room is fifteen feet high. Large arched
niches fill the east and west walls; various bones are mortared
into the niches in artfully arranged patterns, and each is
packed with the jawless skulls of countless humans. Each skull
has a name painted on its surface, along with dates of birth
and death. A ragged hole in the ground to the northeast drops
into what appears to be an even deeper cavern.

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"Lets try the other 2 areas before heading down there? Or should we give it a shot? I suppose i could summon up some shadow demons to take a look on the other sides of those walls if yall want.."
Never done any summoning before 6th level spells and even then not much.. I can summon anything 1 step from my alignment right? So being CN i can summon CE stuff right?

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Well, this is going to take awhile to search...

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I believe an arcanist can summon anything. A divine caster would be restricted by alignment descriptors on the spell, if they opposed his alignment or his gods

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bone devil, elemental, azata, and mastadon are all pretty good (although a mastadon opening a door is iffy :)

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Yea i was thinking of going for the 6th level guys with my 7th level spell.. I can get 1d3 shadow demons.. Thats pretty stout.. Or i could get 1d4+1 Bralani Azatas from the 5th list.. What Azata is 7th? i dont see one.. My reasoning for the shadow demons is that they could go throught the wall.. And immune to cold..

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Well, let's do something before Duhwoo gets bored :)

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Avoreal casts Summon Monster VII calling 2 Shadow Demons forth to do her bidding.. Once there she will command 1 each to go through the wall and see whats on the other side, reporting back after.. She sends 1 to the right and 1 to the left..
Summon: 1d3 ⇒ 2
Right Demon Perc: 1d20 + 20 ⇒ (1) + 20 = 21
Left Demon Perc: 1d20 + 20 ⇒ (5) + 20 = 25
Right Stealth: 1d20 + 14 ⇒ (13) + 14 = 27
Left Stealth: 1d20 + 14 ⇒ (17) + 14 = 31
They have 100' Telepathy btw.. And if they can get into a shadow they turn invis making there stealth +20 higher
Shadow Demon CR 7
XP 3,200
CE Medium outsider; (chaotic, demon, evil, extraplanar, incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex)
hp 59 (7d10+21)
Fort +5, Ref +11, Will +7
Defensive Abilities incorporeal; DR 10/cold iron or good; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 17
Weaknesses sunlight powerlessness
OFFENSE
Speed fly 40 ft. (perfect)
Melee 2 claws +11 touch (1d6 plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold)
Special Attacks pounce, sprint, shadow blend
Spell-Like Abilities (CL 10th)
At will—deeper darkness, fear (DC 18), greater teleport (self only) telekinesis (DC 19)
3/day—shadow conjuration (DC 18), shadow evocation (DC 19)
1/day—magic jar (DC 19), summon (level 3, 1 shadow demon 50%)
STATISTICS
Str —, Dex 18, Con 17, Int 14, Wis 14, Cha 19
Base Atk +7; CMB +11; CMD 25
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes
Skills Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12, Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14; Racial Modifiers +8 Perception
Languages Abyssal, Common; telepathy 100 ft.
SPECIAL ABILITIES
Sprint (Ex)
Once per minute, a shadow demon increase its fly speed to 240 feet for 1 round.
Shadow Blend (Su)
During any conditions other than bright light, a shadow demon can disappear into the shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.
Sunlight Powerlessness (Ex)
A shadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light cannot attack and can take only a single move or standard action. A shadow demon that is possessing a creature using magic jar is not harmed by sunlight, but if it is struck by a sunbeam or sunburst spell while possessing a creature, the shadow demon is driven out of its host automatically.

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Know Planes Left: 1d20 + 12 ⇒ (16) + 12 = 28
Know Planes Right: 1d20 + 12 ⇒ (1) + 12 = 13

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"Ah don't wanna skip these rooms here -- an' Ah don't wanna hafta come on back here -- so lut's check'm out as soon as them freaky dee-mon thingys report whut they sees..."
with the Scholar's Ring, Duhwoo will be able to follow whatever the Demons report -- unless they use telepathy or something...

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What have you summons found, Mistress Starseeker?