Sagamancer
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Cily and Siofra climb 15 feet down the ladder safely and end up on the ledge overlooking the pit. The large chasm is 30 feet deep, and its floor contains a layer of sharp, jagged rocks. Winding around the south edge of the pit is a narrow ledge (2 feet wide) that curves around and disappears into the far rock face. It is a DC 15 Acrobatics skill check to safely navigate the narrow ledge.
Since Cily is a halfling, a two-foot-wide ledge is fairly spacious, and she can take her time, so she can "take 10" if desired, which means she will easily traverse the ledge both going forward and coming back.
| Cily Tosscobble |
We made it, Siofra. The bottom of that pit looks nasty. I wonder what's at the other end of this ledge? I think I am going over there and find out.
Acrobatics: Taking 10: 10+10=20
I make it across and end up at N-8 and look around the area closely.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Sagamancer
|
Entering the small cave at the end of the ledge requires a tight squeeze through a rocky gap about 2 feet wide, which Cily manages with ease.
Set in the small grotto is a statue carved from dark stone depicting a frightening demonic creature tearing a human apart. Tentacles wrap around the figure and others wriggle outward. Each tentacle terminates in a claw, talon, pincer, or other wicked appendage meant to inflict pain. Its circular maw contains rings of jagged teeth which grip an oddly shaped piece of black metal, held in place by a strip of leather. The metal's surface is etched with symbols, and it is shaped like the right cheek guard of a helmet.
| Cily Tosscobble |
I take in all these details, realizing this statue is similar to the one upstairs. I reach up to loosen and remove the strip of leather, and then remove the piece of black metal from the statue's jagged teeth.
Seeing nothing else, I leave the cave and return across the ledge to the other side where Siofra is waiting. I relate to her what I saw and found over there. Let's go back up this ladder and rejoin the others, and we can give them an update.
Absalon Croftwell
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Absalon moves closer to the where Siofra and Cily climb down. He whispers down to them, "Please do not destroy anything. There is much knowledge to be gleened from these old ruins."
Dungeoneering 1d20 + 7 ⇒ (11) + 7 = 18
Absalon looks to the others and says, "I have been thinking, and I have come to the conclusion this religious place is one where fewer people walked out than in."
Sagamancer
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The knowledge (dungeoneering) leads you to believe that there was some reason for the use of the cavern and pit in the religious pattern here. What that reason is remains unknown.
The party winds its way back, and proceeds down the hallway in the opposite direction.
Cily stops toward the end of the passage, and you can all easily see that the bloody drag marks which crossed the upper temple resumed in the lower temple. They proceed down this hallway, and then suddenly turn east and disappear east under the wall where Cily is standing!
* * * The Map Is Updated * * *
| Cily Tosscobble |
A-ha! I say quietly to no one in particular. There must be a hidden door here, and perhaps traps. I will check it out.
Perception - finding traps: 1d20 + 8 ⇒ (14) + 8 = 22
Disable Device: 1d20 + 9 ⇒ (8) + 9 = 17
If I succeed in finding a door I will open it and look around.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Sagamancer
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Now ordinarily we would expect the dwarves to be most capable at figuring out where a hidden door may be. But, Cily rolls a natural 20 and has success!
Cily examines the wall, and not detecting any traps, she runs her fingers dexterously over it until she finds the means to discern a hidden doorway. There is no lock, and only requires the proper motion, and it swings silently open.
It reveals a long and narrow chamber, containing niches in the walls that hold a number of statues, some of which are humanoid and some of which are clearly demonic. Murals cover the walls depicting human cultists being abused and reshaped by demonic figures. The ceiling of this black stone chamber is barrel-vaulted fifteen feet above.
You can see that several humans are laying prone in the north end of the chamber, and they are being tortured by hideous creatures. The monsters are engrossed in their cruel games, gloating over their captives, and they don't seem to notice your presence. With proper planning and stealth, it is possible to surprise them.
** The Map Is Updated **
Absalon Croftwell
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Absalon squints and thinks really hard... What are those unattractive creatures?
Know the planes 1d20 + 7 ⇒ (12) + 7 = 19
Perception 1d20 + 1 ⇒ (15) + 1 = 16
I whisper to the group, "I will summon a monster to aid us, if you want or need it."
I doubt a sleep spell will effect them.
Sagamancer
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Each Wrathspawn is equipped with a ranseur. Similar in appearance to a trident, a ranseur has a single spear at its tip, flanked by a pair of short, curving blades.
Absalon Croftwell
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Absalon says, "Oh yea, those creatures are called sinspawn. Ugly things aren't they?"
Then in his best wizardly aspect while whispering I tell them what I know.
Absalon then says, "I have the usual spells and some scrolls. I can put down a fog, or some grease, maybe attempt to put them to sleep. But I do not think that charms are going to work. However, our stalwart priest might have a skill or two with smiting embodiments of evil."
| Merklii, Speaker for the Ore |
"Ore says there is nothing for it. Such evil must be destroyed. The only guidance I have is to send two archers in and let them take a shot each, then we draw them into hall and where only two can attack us at once. Or, we simply take the fight to them. I suspect they may be hard to kill."
With that I will cast resistance as many time as possible, in this order:
Bohyi, Girdark, Cily, Elbinster, Sophia, Absalon, myself.
| Cily Tosscobble |
"Well then, Girdark, you and I will sneak in and shoot 2 of them with our crossbows, and then head back toward this door, hopefully drawing them after us; then Boyhi and Merklii can smash them with their dwarven hammers. Hopefully the rest will follow and we can kill them too."
"Absalon, you and Siofra can attack them with whatever you want whenever you have the opportunity."
"Let's do it!"
Sagamancer
|
Cily and Girdark both sneak into the hidden room, and fire off a volley of crossbow bolts...and both miss!
The sinspawn lurch on back-bent, dog-like legs, their hideous mouths flanked by tiny arms with three-fingered hands. Brandishing their ranseurs, they leap to the attack!
ROLL FOR INITIATIVE!
Sagamancer
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Henric Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Rounds will be in the following initiative order:
Group 1: Cily, Girdark, and Siofra
Group 2: Sinspawn
Group 3: Bohyi, Merklii, Absalon, and Henric
START OF ROUND 1
Cily moves forward and fires another bolt from her crossbow, but it flies wide and misses!
Girdark and Siofra - your turns