GM Gristle |
Ibrah blasts 4 gallons of water in a ten foot radius around him creating wet sand, but nothing more.
Verrin concentrates as everyone stands as still as possible and hears nothing in the chamber and a faint clicking noise down the right tunnel.
Thaane |
Thaane begins to pick through the dead dwarf's stuff. He disregards the crossbow, w arhammer and chain shirt to grab the pouch instead. He finds one potion that he gives to Khartelosch, a small sack with 20 gp and a large key that seems to correspond with the keyhole in the metal door.
Khartelosch |
Khartelosch lays the unconscious dwarf down in a comfortable position and slowly searches him for belongings as he recovers from the fatigue of raging. He adds any that need identifying to the potion handed him by Thaane and attempts to identify them together by detecting magic.
For potion: Perception take 10 for 17.
If that fails to elicit an answer then add it to anything else needing identification.
Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12
"My rage still courses through my veins and I am unable to concentrate. Someone else must determine what this stuff is."
GM Gristle |
Almost at the end of his field of detection, Silvash detects something there.
Khartelosch finds nearly the same thing as Thaane minus the keys. The dwarf labors to breathe but does not possess consciousness or the will to fight the search. The search yields a chain shirt, crossbow, warhammer, 20 gp and another potion which appears to be a healing potion as the one that Thaane handed him just seconds earlier.
GM Gristle |
The water pools and then runs slowly through the sand down the slight incline of the tunnel floor. Standing at the entrance, Ibrah can make out that the tunnel turns to the right about 60 feet ahead. Occasionally, a clicking can be heard, but in no regular rhythm. The air is stale and musty with a slight chill in it.
GM Gristle |
The aura emission seems to slowly, but steadily move at the end of the corridor until it comes to a complete stop.
Verrin Kord |
Verrin speaks a few abyssal words under his breath and joins Silvash in his detections readying a few handfuls of old dried dung to hurl at any seeming targets.
moving to a few squares to the side of Silvash and casting detect magic, so we can hopefully triangulate.
Khartelosch |
Sand? Khartelosch is heard mumbling to the air at his right and gesturing down the tunnel. Weapon in hand, he also moves down the tunnel looking for tracks and the unseen creature.
Survival: 1d20 + 5 ⇒ (8) + 5 = 13
Perception: 1d20 + 7 ⇒ (19) + 7 = 26 +2 more to detect invisible creatures
GM Gristle |
Tracks are washed out and replaced with a gully of wet sand that runs gently downed the center of the corridor. Nothing is detected yet except for a faint indication from up ahead.
Ibrah Narishtahir |
Ibrah murmurs something else again, then quietly follows Silvash down the tunnel.
Stealth: 1d20 + 10 ⇒ (1) + 10 = 11
Stealth: 1d20 + 10 ⇒ (16) + 10 = 26
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
GM Gristle |
There seems to be a faint aura at the end of the tunnel and a stronger one right behind it.
Faint aura coming from 9.2
GM Gristle |
Is the aura visible to the naked eye, or is it only visible via magic means? What does it look like?
Visible only to detect magic
Verrin Kord |
I will take the front.
As I attempt to slide in front of silvash (7.6) I will whirl and hurt chunks of dried dung at the aura. Hoping that even a miss will cause a cloud of foul smelling debris. Maybe it will anger it, maybe it will start coughing, something to betray its presence.
attack: 1d20 + 2 ⇒ (9) + 2 = 11
attack: 1d20 + 2 ⇒ (5) + 2 = 7
GM Gristle |
Verrin leads the quiet procession hurling sung about as the soft musty smell transforms into an air of a stable. The enclosed space offers little ventilation from such a pungent odor that even Thaane is starting to struggle to breath. The party moves slowly toward the end of the tunnel until they determine that it turns sharply to the right. The faint aura grows stronger with an even larger aura straight ahead. (What appears to be the other side of the wall.) Meanwhile,their boots are enduring a mess of wet sand and newly moistened dung as they traverse the slight descent carefully.
Verrin Kord |
Verrin goes into sneaky mode when he realizes the aura he saw was just leakage from another source. He will continue around the corner carefully as the creature may be leading the group in to a trap or ambush.
perception: 1d20 + 10 ⇒ (20) + 10 = 30
stealth: 1d20 + 6 ⇒ (14) + 6 = 20
GM Gristle |
Verrin turns the corner to see a potion bottle sitting in the middle of the passageway floor. Up ahead about 15 feet is what appears to be an opening to a cavern, very dimly lit by more glowing fungus.
Verrin Kord |
Aha, that is a good trick, I shall have to remember it. He left the potion to confuse our magical senses. I suspect there is a larger chamber ahead. Onward?
Assuming no one objects, he continues his cautious movement to the next cavern, leaving the potion for someone else to handle.
GM Gristle |
As Verrin enters the cavern, immediately to his left he notices the injured dwarf who has him his crossbow drawn squarely upon him. Quickly, he smiles as he shifts focus and shoots a large bug-like creature mulling about near the entrance.
The creature squeals in pain and turns his focus upon Verrin as the dwarf disappears again.
Thaane |
Being behind the group and having no information about what is happening up front, Thaane quickly checks the rear and then invokes the concealment of his shadowy cloak which always seems to appear from thin air. The orc head on a spear is placed into the ground as he readies for action.
Ibrah Narishtahir |
Ibrah murmurs a few words, making a holy gesture as he does so. I'll be right behind you. He says to those in front.
Standard Action to cast Divine Favor. Readied move action to follow whoever goes out first. He will try to take up a flanking position if their move allows him to do so.
GM Gristle |
The bug behemoth is close enough to reach Verrin with his giant mandible and does such.
ATTACK: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 2d8 ⇒ (8, 5) = 13
The razor-sharp mandible snaps loudly startling Verrin in its ferocity, but missing as his reflexes cause him to duck.
GM Gristle |
The invisible dwarf appears again with a crossbow from farther away.
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d10 ⇒ 3
The bolt sails by Verrin as the angry gray dwarf curses and tries to reload again.
Silvash's turn.
Verrin Kord |
I will deal with this creature, stop that scheming dwarf.
Cursing in abyssal Verrin, his blade glows a faint red.
attack: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d8 + 6 ⇒ (3) + 6 = 9
attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d8 + 6 ⇒ (7) + 6 = 13
GM Gristle |
Silvash finishes the pesky dwarf off for good with his arrow, but there is much more to be concerned with.
GM Gristle |
Verrin's first slice bounces off of the hard shell, but his second slice finds the creases of flesh between shell that is sliced open by the sharp blade to release the dark ochre onto the cavern floor and screeches a high-pitched squeal alerting the next chitinous creature to join the fray.
Thaane |
Thaane takes careful aim realizing the detriment of firing in a closed in space like this, but the target is just too big to resist.
Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 2d8 ⇒ (6, 4) = 10
Fifteen he grimaces as both chambers fly passing the buganoid.
Khartelosch |
Sorry about the delay, all.
When Khartelosch breaks out of his stupor, he realizes he is too close to the big critter to cast. He goes into rage and attacks it using power attack, assuming it must surely be the source of all this dung.
lucern hammer: 1d20 + 8 ⇒ (4) + 8 = 12 dmg: 1d12 + 10 ⇒ (4) + 10 = 14
The fumes, however, have disoriented him.
Ibrah Narishtahir |
I don't quite follow where everyone is, but if someone is attacking shouldn't my readied move action have triggered for me to be flanking?
Ibrah calls out advice to his companions as he adjusts his position to allow more allies to flank the bug.
Standard action to begin giving advice. +1 competence bonus on attack and damage rolls. +1 on saves vs. Fear and charm. Move action to adjust position if necessary. Please roll Acrobatics for any provoked AoOs
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