| Imowen Aroudilee |
I hear Sirena summoning me and quickly say to Fener, That is fascinating! Maybe we can come back later and investigate it further . . . Right now Sirena needs me. . sorry!
I leave the north room and catch up with Sirena and follow her to U-15.
In response to her request I check for traps.
Trap Finding: 1d20 + 7 ⇒ (14) + 7 = 21
If I don't find any, I will check to se if the door is unlocked.
If it is locked I will take out my tools and attempt to unlock it.
Disable Device: 1d20 + 11 ⇒ (9) + 11 = 20
I let Sirena know the results of my endeavors.
Story Master
|
Imowen examines the door, and not seeing any traps proceeds to see if it is locked. It is firmly locked, so she inserts her tools and, after fiddling with the mechanism for a moment...CLICK!...it becomes unlocked.
Sirena: Good job...now, who is going to open it?
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Stealth: 1d20 + 5 ⇒ (3) + 5 = 8
Knowledge (dungeoneering): 1d20 + 6 ⇒ (10) + 6 = 16
Survival: 1d20 + 7 ⇒ (19) + 7 = 26
I don't think this door has been opened for a long time, Sirena mutters. She examines the door and entrance way: There is dust and cobwebs present, that have not been disturbed, and I do not see any recent evidence of footprints.
| Cеlif |
Have we split up the group? I thought the exit was still barricaded from last night and something like half of us were in the vat room?
Story Master
|
Thorgrim carefully depresses the latch, and slowly opens the door. It is somewhat stiff to open, as if the door has warped slightly in its frame, and the hinges squeek when it is moved.
It appears to open into an adjoining hallway, but it is difficult to see any details because there is no light source other than the dimly glowing glass orb previously described at the south end of the initial hallway.
The air from behind the door is dry and dusty...
Story Master
|
Those of you in the room with the vat watch as the extended chute tube finishes sucking matter out of the vat. The vat is nearly empty now, and contains only a residual level of fluid. A small trickle of fluid, mixed with organic remains, drips slowly from the end of the chute into the vat...
| Flug Managarm |
"Some-someone may have activated this," Flug mutters finally, the drip of the fluid still audible under his rasping voice. "We should see who."
He turns and exits the room, heading to join the others in the hallway, before the opening door.
| Cеlif |
Celif smiles at Nastrod. "That would be a good thing. And I loathe how they were misled and corrupted by that witch. Them having a home here would be like turning the tables on her."
| Fener |
Fener and Rudy move to T14. He puts on the cloak and belt that seem magical. He pockets the magical pearl. Do I feel any different?
Gezzo, when you get a chance maybe you can figure out what this stuff is, they seem magical, until then I will hold on to them
Hey everyone, I have a bunch of key's here. one opened a chest but maybe they would work on the doors as well
| Cеlif |
Just for the record, Celif would have retrieved her backpack, stowing the scrivener's supplies therein before shrugging it on.
"I'm here, Imowen." So saying, Celif steps forward with her glowing mace. Slipping past Thorgrim to W15, she tries to peer down the long hallway.
"Too far, too dark," she mutters. Pulling another pebble out of her pocket, she chants briefly and, with a wave of her hand and a touch, causes the rock to glow with light fully as bright as a torch. She then tosses it down the hallway as far as she can manage.
Story Master
|
Celif steps past Thorgrim, casts light on a pebble, and tosses it down the hallway. The small stone arcs through the air, and comes to rest near the end of the hall. 1d20 + 3 ⇒ (15) + 3 = 18 Immediately something dark falls over her head 1d4 ⇒ 1 and teeth bite into her for 1 point of damage!
1d20 + 5 ⇒ (20) + 5 = 25 Natural 20 Something wraps around Celif's neck 1d4 + 4 ⇒ (4) + 4 = 8, causing 8 points of damage, and strangling her!
In that same instant, darkness radiates outward from her, drowning the light!
Roll for Initiative! The map is updated. Area of darkness designated by dark circle.
| Cеlif |
"GAH!" Celif's scream is choked off as she scrabbles madly at the thing around her neck.
Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
| Flug Managarm |
ATTACK THE DARKNESS!
Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
And as a reminder, I have constant darkvision (doesn't penetrate magical darkness yet though) if I can see what's strangling her.
Story Master
|
For those with darkvision: The darkness is not magical in origin, it is a characteristic of the creature. Therefore, your vision is not impeded.
| Imowen Aroudilee |
After my rush toward Celif I end up at W-16, and reach out into the dark area at W-15 where I last saw Celif, trying to determine if she is still there. When I find Celif, I will try to detect what is attacking her and then try and kill it with one of my short swords.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Melee Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage to creature: 1d6 + 2 ⇒ (6) + 2 = 8
| Fener |
Fener tries to identify what the creature is as he starts to move.
Knowledge Nature: 1d20 + 8 ⇒ (9) + 8 = 17
He moves to V16 feeling his way through and casts Flare where he last saw Celif.
Flare
School evocation [light]; Level bard 0, druid 0, magus 0, sorcerer/wizard 0
CASTING
Casting Time 1 standard action
Components V
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect burst of light
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
DESCRIPTION
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Story Master
|
Imowen cannot see clearly in the darkness, but she is able to feel the creature as she is adjacent to Celif. She swings her sword in the darkness and 1d100 ⇒ 28 misses because something or someone moved before the blade could make contact!
Fener moves to the doorway, and casts Flare into the hallway toward Celif's location. The light source starts to emit, giving him a glimpse of the creature, and then is almost instantly suppressed by the more powerful darkness.
I might also remind you that you found a book back at the temple that gives you a bonus for remembering this type of knowledge.
Story Master
|
We shall move on...
Group 2: The Creature
The creature draped over Celif's head 1d20 + 5 ⇒ (14) + 5 = 19 maintains its grip around her neck 1d4 + 4 ⇒ (2) + 4 = 6 and continues to strangle her, causing 6 points of damage!
Group 3: Thorgrim, Flug, Celif, Gezzo and Sirena
| Cеlif |
"Gngh... can't..."
Reaction Check: 1d100 ⇒ 64
Panicked -- but not so much so that she can't think -- Celif kicks herself mentally again for not owning a dagger. Then, suddenly remembering the metal-nibbed pen in her pocket, she pulls it out and tries poking and scraping at whatever's attacking her.
NOT a dagger thrust kind of thing, that could turn bad if it went through the creature! More like a controlled jabbing/scratching to see if she can get its attention or annoy it into backing off. No clue what to roll; normally I'd think improvised weapon but I don't see how she can miss... plus it's not really an "attack."
As she pokes, she tries to calm her mind and draw upon the wisdom of Septimus.
Calling upon her Knowledge Domain power Lore Keeper, which is a 20 knowledge check upon a successful touch attack against a creature. With this thing wrapped tightly around her head and trying to choke the life out of her, I'm thinking a touch is pretty much a given, haha... but if you need me to roll something let me know.
Story Master
|
They are well-equipped for their abilities: blindsight, darksight, low-light vision, and a special constricting attack. Once per day they can emit Darkness as a spell-like ability equivalent to a 5th level caster (5 minute duration). Darkmantles see easily through this darkness through the use of bat-like sonar, though this can be disrupted by the use of the silence spell.
Though small creatures, darkmantles are strong for their size, and make natural grapplers due to their tentacles and cloak-like skin. They have a natural camouflage that allows them to hide easily in underground places. Typically attacking by dropping from above, a darkmantle that misses will usually fly back up to the roof of its chamber and try again.
It really doesn't have any weaknesses per se...it will either need to be killed (a tricky proposition if others attack it since your head is enveloped) or escaped from by breaking its hold on you.
| Flug Managarm |
Flug looks at Celif and utters in a forboding, unrecognizable voice "Wear not a narrow ring."
Casting Liberating Command on Celif! She makes an Escape Artist check to escape with her normal bonus PLUS +6 (twice my CL).
I forgot casting it was an immediate action so I should've cast it waaaaay before, but oh well! That means I still have my turn but I'm waiting to see if Celif gets free.
| Cеlif |
Thank you, Flug. Not sure if she can try at this point, having burned her turn already -- Story Master? I'll go ahead and take a roll, be it for now or for later.
Meh.
Story Master
|
Thank you, Flug. Not sure if she can try at this point, having burned her turn already -- Story Master? I'll go ahead and take a roll, be it for now or for later.
Actually, you would do better to add the adjustment to your CMB, which in this instance is higher than your escape artist skill; however, in either case your low roll does not allow you to escape from the creature's clutches this round. In either case, you are trying to meet or exceed the creature's CMD.
| Flug Managarm |
Dang, no go. Tell you what, since it's an immediate action, I can try it right away once the next round starts, that is to say right after my turn.
Flug approaches Celif, moving past a few of the others in the way. He touches her with a hand, ignoring the thing on her head. "Having arrived at the frontiers, turn not back."
Cure Light Wounds on Celif!
Cure Light Wounds: 1d8 + 3 ⇒ (8) + 3 = 11
Flug continues after a momentary pause, speaking to Celif. "During revolts, flee to deserts."
Another Liberating Command! Man, I'm using up my spell slots like nobody's business.
| Gezzo Wrathforge |
Gezzo tries to get a look at the tentacles before the darkness falls.
Knowledge(Natrure): 1d20 + 7 ⇒ (4) + 7 = 11
Perception: 1d20 + 15 ⇒ (1) + 15 = 16
He reaches in to the darkness, grabbing what he hopes is Celif's legs, and begins to pull. Lryhla bites her robes and attempts to help.
Let her go, beast!
Grapple: 1d20 + 2 ⇒ (17) + 2 = 19
Lryhla's Grapple Assist: 1d20 + 2 ⇒ (20) + 2 = 22
| Cеlif |
Well, she can't see, is essentially gagged, and "on the clock" for suffocation. Not to mention the whole bite/strangulation damage thing. I'd say that's pretty impressive.
Story Master
|
Flug, unimpeded by the darkness, manages to reach Celif and heal her for 11 points!
Nastrod, also able to see through the darkness, makes a grab for the creature draping Celif's head, but there is so much commotion that he is unable to get a good grip!
Gezzo and Lryhla dive into the fray and attempt to grab onto Celif 1d100 ⇒ 53. Even though neither can see in the Darkness surrounding her, they both manage to grab her!
Thorgrim joins the fray, 1d100 ⇒ 61, and he somehow blindly gropes through the wildly flailing bodies and latches onto the creature attacking Celif! With a shout he musters his rage and manages to yank the creature off of her!
Sirena approaches the doorway, which is a scene of darkness punctuated by shouts, grunts, and the sounds of much commotion, with the occasional glimpse of someone's flailing arm or leg...and decides to wait in the hallway...
Start of Round 2:
Group 1: Nastrod, Fener/Rudy and Imowen - Go for it!
| Cеlif |
Fluff #1: 1d100 ⇒ 7
Disoriented from being blinded, then thrown off balance by the darkmantle being yanked free plus the tugging on her legs and robe, Celif tumbles to the stone floor with a brief yelp.
Fluff #2: 1d100 ⇒ 6
Dang, I should have made low be good.
Despite the head spinning experience, she still enough presence of mind to realize something isn't quite right. She raises a hand to her head to check for injuries, and realizes something is missing...
"My glasses!"