| Nästród, Oracle of the Dasun |
"Does not smell right here," Nästród says in hushed tones as the others climb down. "Sulfur. Mercury. Something else."
He points to the North and South passageways.
"We have North and South. South looks better lit. Some kind of magic light in glass. Both ways appear to branch off again later."
Nästród seems to listen to a far off conversation for just a second.
"The answer is no, we are *not* splitting up to cover both directions. I could feel that some one was about to say that."
| Cеlif |
Clambering awkwardly across the rubble after descending the ladder, Celif moves closer to the wall and steadies herself against it.
"Well it wasn't me!" she stage-whispers at Nastrod. "That fight seriously drained our resources and, partially restored or not, we took an intense beating. Splitting our forces would be courting disaster. Even sticking together, I can only hope the fight took as much out of the witch as it did out of us."
She peers down one hall and then the other while adding, "And that she doesn't have a fresh supply of minions down here."
Story Master
|
The party makes its way down the ladder onto the rubble-strewn floor 20 feet below. The area is a hallway which runs north and south a short distance before branching into different directions.
A faint light (equivalent to a torch) is present, emanating from a small globe fixed to the ceiling where the hall to the south turns to the west. The globe flickers faintly, and appears to be made of glass.
As you lower yourself downward, you detect odors that become increasingly pungent as you reach the bottom of the ladder. It is a combination of smells of a chemical nature that seem to permeate the area.
The new map has been uploaded.
| Fener |
Fener pulls together the following and puts it into the Masterwork Backpack.
He then says to Rudy while tossing him the fish and frogs to eat. Lets go find the others, my old friend
Masterwork dagger
Masterwork Backpack
Quiver with 16 arrows
Leather pouch with +1 sling bullets
Two Unidentified potions.
33 gp 69 sp and 57 cp,
3 shortbows
23 arrows
5 daggers.
He also casts detect magic on the items. As he walks to the group.
Anyone need a resupply? These things may come in handy. I like this pack and will keep the sling bullets, but everything else is up for grabs
Gezzo, What do you think these potions are?
| Cеlif |
"Let's have a look at those phials, Fener. Perhaps I can identify their contents." She examines each in turn, swirling the contents around, looking through them at the light from her mace, popping the corks for a cautious wiff and a tip-of-the-pinky taste on the tongue.
Not sure what rolls would be most applicable so I'll offer up a few likelies and you can use what works, discarding the rest.
Potion #1
Cr:Alchemy: 1d20 + 2 ⇒ (8) + 2 = 10
Kn:Arcana: 1d20 + 6 ⇒ (2) + 6 = 8
Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11 (add +2 if considered "determining magic item properties")
"Yep, there's definitely liquid in this phial."
Potion #2
Cr:Alchemy: 1d20 + 2 ⇒ (3) + 2 = 5
Kn:Arcana: 1d20 + 6 ⇒ (18) + 6 = 24
Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25 (ditto on the add +2)
Might have a shot at that one, at least.
Almost as an afterthought she adds, "I wouldn't mind one of those daggers. I have no pressing need, but I lost mine during my journey to the temple."
Edit: Sorry, didn't see the potion question to Gezzo until after I wrote this up, my bad. But maybe this'll save him the effort of doing one of them, at least.
| Cеlif |
Handing the potions back to Fener, Celif moves cautiously across the rubble to each hallway in turn, crouching and holding her glowing mace near the floor to look for disturbances in the dust or any other clues as to the direction Flug, the witch, or the other unidentified figures might have gone.
Northward passage
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Survival: 1d20 + 2 ⇒ (10) + 2 = 12 (potential, for tracking skills)
Southward passage
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Survival: 1d20 + 2 ⇒ (9) + 2 = 11 (ditto)
Heh, looks like "Survival" doesn't work too well underground! Guess I'll have to throw a point on Kn:Dungeoneering...
Story Master
|
Your perception of the hallways reveals that they are relatively clean, and have evidence of much foot traffic in both directions. It is not possible to determine which direction the most recent travelers went. Looking around the corner of the south passage, you see Flug standing near a metal door that encloses the end of the passageway.
| Cеlif |
While carefully studying the floor of the northern passageway, Celif absently comments to Fener, "I think that first phial's for an effect called 'Magic Fang'. That's a Druid/Ranger thing but I seem to remember it from my studies... I used to read a lot. The other's definitely 'Shield of Faith'. They're both very weak potions, but usable nonetheless." (CL1)
Finding the floor devoid of dust or other aids to tracking, Celif whispers, "Wait here, I'm not going far," then proceeds cautiously down the northward passage about twenty feet from the edge of the rubble, looking for further clues.
Coming up empty, she returns to the group, crosses the rubble, and examines the floor of the southern hallway. Having no better luck here, she again moves cautiously down the corridor twenty feet or so from the rubble, looks around, and then returns to the group.
"Lots of traffic through here in both directions, so we may be closer to the witch's lair on this level. Someone's been keeping it clean enough that I can't really tell who or what's passed in either direction recently."
"But if you're looking for Flug," she says, "he's that way." She jerks her thumb over her shoulder towards the southern tunnel. "He's just standing down there staring at a metal door."
| Gezzo Wrathforge |
Gezzo remounts Lyrha once they are safely down the hole. He starts to reach for the potions from Fener, but sees Celif take charge and inspect the vials. Instead, he turns his attention to the odd glowing glass orbs, waves his hand in front of them and carefully taps one with his sword.
More diabolical mischief, my guess. This witch is powerful and needs to be brought to justice. He says and turns to Sirena. This is no longer a simple matter of lands and trade. We are on the search for the most vile of perversions. A corrupted witch has taken residence here, performing all manners of corruptions on children no less!
Cast Detect Magic on orb and down each direction of the hallway.
Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21
| Thorgrim Æsgard |
I join Flug by the southern end of the corridor, my axe is now sheathed, and a new torch has been lit.
Has Flug turned back to human or is he still in demon form?
Just before rounding the corner:
Quite a scare you gave us back there, I thought that demon had possessed you
| Imowen Aroudilee |
After successfully descending the ladder, I join up with the rest of our group. In response to Fener's offering of loot I say, Fener, I would like to have the masterwork dagger and one of the regular daggers - one for each hand - and perhaps 5 arrows. If no one else wants the rest of the daggers I will take them also.
I think we should head south since Flug and Thorgrim have already gone that way. And I head off in that direction and join them.
| Cеlif |
Thorgrim, Flug is back to being his lovable self. Celif wouldn't have recognized him if he was still the Flugbear... and she'd've run, not walked, back to the group, hehe!
It looks like the group's heading south en masse now, so Celif will take up a spot at the rear of the pack and follow along.
Story Master
|
To the south, Detect Magic reveals a moderate aura of Abjuration emitted from the door Flug is looking at. Beyond the door, there are several strong auras of Conjuration, very unusual in nature, and difficult to pinpoint exactly how many there are.
To the north, you also detect four faint auras of Conjuration beyond the wooden door to the north, and dozens of faint auras of Divination, Evocation, and Conjuration beyond the wooden door on the eastern wall of the passage.
Story Master
|
| Fener |
Fener talks quietly to the group. I have seen some evidence that the witch has gone to the north. It is hard to tell as the tracks are difficult to read but I have found what looks like a hair of hers.
Fener gives the hair to rudy to smell.
Rudy, See what you can find
Rudy Scent Survival: 1d20 + 5 ⇒ (13) + 5 = 18
| Gezzo Wrathforge |
Careful friends! That door may be trapped! I sense something may be protecting it. The magic here is old and things may not be what they seem. There is more magic on the other side, as well. I can't pinpoint what are these auras, but they are unusual in origin. They are very strong.
Gezzo speaks grimly, but with confidence. He looks over the door carefully for any visible signs of traps.
Perception: 1d20 + 15 ⇒ (1) + 15 = 16
Lryhla's Perc: 1d20 + 3 ⇒ (15) + 3 = 18
| Cеlif |
"Not good. Let me see if I can pick up anything more."
Wanting to get closer but not step right up to the door, Celif asks Thorgrim to take a step back so she can move to Q30 (to R30 if he chooses not to; she won't move to P for this). Visibly striving to not touch the door or get overly close, she adjusts her glasses and studies the immediate area, then casts a spell.
Perception, trap check intent: 1d20 + 6 ⇒ (15) + 6 = 21
Casting Detect Magic towards the door and beyond, maintaining it at least three rounds to obtain maximum information.
Kn:Arcana: 1d20 + 6 ⇒ (13) + 6 = 19 (to determine school)
Spellcraft: 1d20 + 8 ⇒ (7) + 8 = 15 (for property determination if from object)
Story Master
|
Searching through your knowledge, you are fairly certain that the aura emitted from the door is not a trap, but is some type of enhanced lock. The auras from beyond the door are very strange. They seem to be static and unmoving, but are strong and organic in nature. During moments of quiet, you almost think that you can hear a noise like something of a mechanical nature beyond the door. The door appears to be made of iron or steel, and its thickness is probably muffling things.
| Flug Managarm |
"Genius Natalis. The only demon is I." He turns his head to Fener when he mentions the witch going north. "Then north we go."
| Thorgrim Æsgard |
Elder Fener claims the vile witch took the northern passage, so that is the path we must follow, unless any of you believe she went through this door..
I head up to the northern passage and stop beyond the corner at S-14.
There's doors up here in need of scrying..
I look around..
perception: 1d20 + 5 ⇒ (7) + 5 = 12
| Cеlif |
"SHUSH!", Tuich hisses as she waves her palm blindly at Flug. She closes her eyes and her brow furrows in concentration. As Thorgrim starts speaking she voices a quiet mewl of frustration, then steps up to the door and puts one ear against it, blocking her other ear with one hand.
After listening intently for several seconds, she backs quietly away from the door.
"I think... I think going north is good for now."
As the party moves out, she maneuvers over to walk alongside Gezzo.
"You were right about the magicks, Gezzo. At least partly. The door's definitely protected, but it reads more like a ward or a lock than a trap. Almost like the one on the crypt door back at the temple. We'll likely have to dispell it before we can open the door, but I don't think it presents any danger to us."
"I'll not say the same about what's behind that door." She instinctively glances back over her shoulder. "Very powerful auras as you said, and quite strange. Rigid and immobile, yet the sort I'd expect from living things."
"It was hard to make out, but I thought I also heard machinery of some sort."
She shakes her head. "I don't know if that heavy metal door and the ward are to keep people like us out... or whatever's behind them in. And I'm not entirely sure I want to find out."
Celif looks at Gezzo. "But if we must, maybe that hole near the holy water font could get us to the other side?" She wrinkles her nose. "That tank of green goo sure fits with the chemical stench around here."
Story Master
|
Thorgrim leads the party north, past the ladder from the upper passage, and into another hallway made of smooth stonework. He pauses where the hallway branches, one part continuing north, and another hallway leading west.
Three doors are present: a wooden door on the east wall of the passageway, a wooden door enclosing the hallway 10 feet to the north, and a metallic door 20 feet west. The wood doors appear to be of stout wood such as oak, and are reinforced with iron bands. The metal door looks identical to the door found at the end of the southern passage, and the chemical smells are stronger the closer one approaches that direction.
| Fener |
I have a spell for that.... But, its not prepared. Communication would be through growls, tale wags, from rudy and whistles and commands from Fener. Training would come into play. Rudy is trained to Fight , Guard, and hunt so far. with down time I can train him in a few other things. At next level up, i can bump his intel to 3 so he can understand language. For now Rudy is just a smart well trained pet with an understanding who has the rum.
| Gezzo Wrathforge |
Alchemy, witchery and devilry. This only becomes worse the deeper we travel. It is unfortunate when innocents become entangled in such an evil web.
Gezzo shakes his head as they travel to the north.
I feel many magic users of various types in this direction. This witch is evil to what ever soul she has left. She leaves a stench of corruption as she travels. I will try to determine which door she passed.
Gezzo approaches each door cautiously with a hand raised remembering the results that happened the last time he attempted this feat.
Starting with the closest door, Gezzo presses a hand on it and casts Detect Evil.
Story Master
|
| Cеlif |
Celif was walking alongside Gezzo to talk, so she's pretty much in an adjacent square to whatever location he calls.
| Gezzo Wrathforge |
Gezzo places his hand on the doors in sequence from closest to farthest. He closes his eyes and concentrates. He makes no indication that any of the doors produce anything that is noteworthy until the wooden door to the north.
Gezzo's head is thrown back and then he suddenly goes slump in the saddle. He nearly falls off the wolf, sliding towards Celif.
Guuuhhh...unnnnffff...
Lryhla whines sympathetically and leans close to the cleric.
| Cеlif |
Yikes!
Reflex: 1d20 + 3 ⇒ (9) + 3 = 12
Startled by Gezzo's sudden spasmodic jerk, Celif gasps and only barely manages to throw her arms around the Svarog to prevent him falling off his mount. "Steady, Lryhla! Gezzo, what happened, are you alright?"
I don't have a lot of experience running healers. A Vitalist can roll against Heal to determine how badly injured someone is or what's up with their health. I don't see that mentioned in the entry for Heal so maybe it's specific to their class, but if it's an option...
Heal Check: 1d20 + 8 ⇒ (19) + 8 = 27
W00t! Go, me! I even remembered to warm up the stethoscope first!
| Cеlif |
Celif grins and says, in an under-her-breath sing-song voice, "Oh Im-o-wen!"
Falling serious again she adds in hushed tones, "Are we prepared for another encounter? I'm nearly exhausted of divine power, and will be reduced to either wading into the fight or standing uselessly by before overlong. Though I'm just a neophyte acolyte, not a seasoned adventurer like the rest of you."
She looks at the door. "But, do we know if we've ever even hurt this witch yet, and how badly? Twice now she's managed to flee behind the protection of her minions, and it seems she can vanish or change form at the least. Is it possible we're outmatched in this?"
Looking thoughtful, she adds in an introspective tone, "Still, who knows what jeopardy poor Cayden's in. And I know we must have faith! It's just..." She trails off with a sigh.
| Fener |
Fener takes a drink and pours a shot down Rudys throat and then takes another for good measure.
maybe we should investigate some of the other rooms first. Make sure we are not flanked or hit from behind before opening this door. Whatever hit Gezzo, must be powerful, and I'd want to make sure we didn't end up fighting more then we can handle
| Imowen Aroudilee |
After leaving the south door and making my way toward the north doors, following the rest of the group, as I approach the first door I hear Celif's sing-song call.
Here I am, Celif! I say as I arrive near the rest of our group. I listen to their voiced thoughts and say, I agree with Fener. We should check out the rest of the rooms first.
I proceed to check all three doors for traps:
East wooden door: 1d20 + 7 ⇒ (15) + 7 = 22
North wooden door: 1d20 + 7 ⇒ (18) + 7 = 25
West metal door: 1d20 + 7 ⇒ (15) + 7 = 22
Story Master
|
East door: You do not find any traps. The door is locked, but it does not look very complicated, one of the simple skeleton key variety.
North door: You do not find any traps. The door is locked, with a moderately complicated mechanism.
West door: You do not find any traps. The door is locked. In addition to the high grade mechanism, there is some sort of magical ward strengthening it.
| Gezzo Wrathforge |
Gezzo shakes his head and steadies himself in the saddle. Tightening his jaw, he speaks between clinched teeth.
That witch lies beyond this door. She is evil and must not be given a chance to flee. Either she drops to her knees in surrender or we force her to her knees. No more negotiations or compromise.
He looks around at the group.
If we enter, we must work as a group. No more running off in every direction. You hear me, Flug? This foe is strong and without team work, we may find ourselves in an unfortunate situation.
| Imowen Aroudilee |
After checking all the doors, I report to Celif and the rest of our group, There are no traps on any of these doors. They are all locked, the first 2 are fairly simple and the third one has a magical ward on it besides a high grade lock.
I look around at everyone, then say, What do you want me to do?
| Gezzo Wrathforge |
I say we pursue the witch. She can flank us as well as anything beyond these other doors. We know she can't be trusted. I would rather face her head on, not have her sneak up on us.
He waves at the other doors while speaking for emphasis.
| Cеlif |
With Gezzo back to his old self (for better or for worse) Celif follows behind Imowen with the same checks made at the southern iron door.
Casting Detect Magic towards each door and beyond, maintaining it at least three rounds to obtain maximum information.
East door
Kn:Arcana: 1d20 + 6 ⇒ (19) + 6 = 25 (to determine school)
Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23 (for property determination if from object)
North door
Kn:Arcana: 1d20 + 6 ⇒ (1) + 6 = 7
Spellcraft: 1d20 + 8 ⇒ (3) + 8 = 11
West door
Kn:Arcana: 1d20 + 6 ⇒ (7) + 6 = 13
Spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27
Figures I'd bomb out on the one door we really need to know about!
| Fener |
I always ignore my own sensible advice as well. My grandmother always said, " no time like the present" although she was usually talking about eating something.....
She would often just eat things raw.... That woman would tear into a fresh kill like a rabid badger
Fener breaks out his flask and and swigs the whole thing down in several gulps.
With watery eyes and a hoarse voice Gezzo, lead on.
Story Master
|
North wood door: You detect four faint auras emanating from a room beyond the door.
West metal door: Detect Magic reveals a moderate aura of Abjuration emitted from the door itself, leading you to believe that this door also has an enhanced lock. There are several strong auras from beyond the door, probably emanating from Conjuration.
| Cеlif |
Celif sighs. Here we go again! She shucks her pack and digs through it to pull out her extra sling bullets, then slides it to the side of the hall out of the line of traffic. (I'll provide coordinates when we queue up to enter the room.) Placing her still-glowing mace nearby, she readies her sling.
Story Master, I'm not sure how the timing will work out on this, so just to let you know: Celif will position herself in the back of the group and invoke another Blessing just before or as the door is opened.
"Four auras from behind this door," she says quietly. "They're faint but I can't say if that's from weakness, distance, or something interfering. The metal one seems similar to the other, with protection on the door and strong emanations beyond it. So many auras behind the door to our right it's a jumble... dozens or more."
She eyes the eastern door. "It could be this is a storeroom and the many emanations are from... items."