| Asimi Skia |
Asimi blinks at the goblins before her body tensed ready for a fight.
Init: 1d20 + 2 ⇒ (6) + 2 = 8
Drawing her sword she would step in and looks to her right for more danger before stepping aside to let others pass by.
That is if no one who beats me on init does something similar
| Alkariani |
Lips curling at the grossly deformed, vindictive little creatures before her, Alkariani recalled all the tales of Gooblins she had heard, there exploits and attacks. She even remembered the war chant one of her fellows had sung that was apparently a favorite among them.
Chase the baby, catch the pup.
Bonk the head to shut it up.
Bones be cracked, flesh be stewed,
We be goblins! You be food!
Hot anger seized her, and the spear span it's mournful dirge as she prepared to strike. But it wasn't enough to strike down such a creature - she felt the need to let it know the fear that it was so fond of creating in other.
"Pierce the Goblin, Stab the Eye
Cut it 'till it begs for needles and thread!
Cut them down them down as they try.
You be Goblins, prepare to die!"
Pouring a burst of arcane power into the weapon, she span the spear around with a omnious hum and struck.
Quick Action - Arcane Strike
Attack Roll: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d10 + 5 ⇒ (2) + 5 = 7
| Taranis Nox |
Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
I'm assuming I can't see much right now having no darkvision. However, I figure Alkariani's chant kind of gives an idea of whats going on.
Taranis, unable to peer to far into the darkness, steps into the room and to the side, keeping the way open for his allies and prepares for whatever is to come.
Taranis unleashes an arc of electricity at the coming goblin.
Ranged Touch Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
| GM Rednal |
The fight is over about as quickly as it began, with Alkariani's weapon striking one of the Goblins dead and Taranis' magic bringing the other down. That fight was easy, at least...
End Combat. Room 4 cleared.
Without the monsters in the way, it's possible to take a much better look around the room. The floor is more elaborate than any you've seen before, covered with a layer of perfectly hexagonal tiles from end to end. A small pair of dice sits in one corner, but don't seem particularly valuable or special.
This room seems to have more entrances and exits than the others you've seen. Along the north wall, the left door heads back to the previous room (though it's both rather stuck-looking and made of solid iron), while the right door is unlocked and made of wood.
South of where you entered, along the west wall, there's a lowered wooden portcullis that allows you to see into its passageway. Finally, along the south wall itself is a good wooden door that seems to be unlocked. You have many choices, it seems...
| Alkariani |
Yanking the spear out of the dead creature with a look of disgust, Alkariani looked around at the room. Scanning the room and spotting the dice, she mumured, "Gilah, and scanned for magic, making sure they were simply a Goblin's plaything before thinking of doing anything with them.
Alkariani studied the room as well. "This one seems to be quite central," the Half-Elf murmured. "Can we trap it?"
| Asimi Skia |
Asimi would look around her eyes scanning the doors and the myriad of ways out.
"Defensibly can be attacked on many sides." She scans the map. "Too many ways to be surrounded by anyone who wishes us harm. Though I guess it could be trapped." She would point to the iron door. "I am curious what is in that hallway even though it is short and this door looks stuck. The other one was locked. I am curious as to why."
She would check the room and doors for traps before picking up the dice and looking them over.
Perception: 1d20 + 14 ⇒ (12) + 14 = 26
| GM Rednal |
Safety is a wonderful thing, but they don't always go as planned... as Asimi approaches the iron door, an arcane mark suddenly flashes and an enchanted bolt flies out of it. Rather than being set into the door, the trap seems to be triggered visually... and simply approaching it set it off.
Attack Roll: 1d20 + 10 ⇒ (3) + 10 = 13 for Cold Damage: 1d6 ⇒ 3
The other doors, however, are clear of traps and problems - as is the rest of the room.
| Asimi Skia |
Asimi cursed fluently in Aklo midway switching to elven as if Aklo ran out of curses. Stupid magical traps. They were always a pain and hard to find to boot. She studied the door trying to see if she needed to disable the trap from going off again or if it was spent. Yeah it could land her in a heap of trouble if it reset but she had to try. Now more than ever she wanted something of worth to be beyond the door.
Not sure what check you will want her to make now
| GM Rednal |
No need for a check. ^^
Fortunately, the trap seemed to be a one-time event, and hadn't reset. It hadn't been particularly dangerous all on its own, but... perhaps it would serve as a warning, to keep in mind that even caution wouldn't necessarily make one safe in this place. With the trap inert, the only remaining decision was where to go from here...
| Asimi Skia |
Grumbles for a bit trying to shake off the biting chill.
"The portcullis to our west. If we can lift it and see what is down that all we can see what is there. To the south is the room that reaches our exit. I suggest those two before any others. That way we have a clear untrapped path to the exit should we need it. Portcullis then southern room or room then portcullis. If we were to camp anywhere I would prefer that room for being close to the exit should we find ourselves overwhelmed. I still advise us being here longer than the rest of the day. The chill will set in and hurt us unless we find more. I still want to check out the hallway behind this door. But that can wait."
| Taranis Nox |
Taranis sheaths his sword and rubs his hands together as he preps himself for the gate before him. Lets get this started then shall we. Though, I'd rather not just be stuck holding the door, anyone have a brace we can use?
Once we have a way to hold the door, I'll life the little sucker
Lift Check: 1d20 + 5 ⇒ (20) + 5 = 25
| Asimi Skia |
Asimi would look to see if she could find a latch catch or something that would hold the portcullis up manually.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
If she did not, she would slip under the portcullis checking for traps on the way looking down the hall to see if anything was within sight. If not she would check on this side before continuing her search down the hall.
Perception: 1d20 + 14 ⇒ (19) + 14 = 33
| GM Rednal |
Sadly, there don't seem to be any latches - though it's always possible to simply break the portcullis and intentionally leave it stuck open.
The hallway itself is mostly empty, though a chute set into the floor along the way (easily bypassed - it's only about two feet wide) leads to what looks like some kind of midden chamber. However, your careful examination throughout the hallway does reveal results at the very end, as you spot the outline of the rear of a concealed door. More problematic, however, is the sign of a trap built into it - it looks like a nasty one, and you'd definitely have to disable it correctly the first time in order to stop it from going off.
| Asimi Skia |
A two way trap? Or one designed to hurt people only on one side?
Frowning Asimi moved back to the others.
"There is a really nasty trap at the end of that hall way. There is also a secret door that leads into the room the other secret door goes into. This trap will only give me one chance and will go off if I screw it up." Looking at Phaenox. "You think you could take a look. Might be similar to the same design and want to see if you have any insight or can help. This one is kinda nasty so I don't want to risk accidents."
Her voice wasn't as hoarse as before and had a beautifully dark lilt now that she has relaxed.
| GM Rednal |
No, there is no magic coming from the dice.
There isn't too much else to tell about the trap set into the door - which, incidentally, seems to be another simple wooden one. However, it has been very carefully primed to go off at a touch - disabling it just right would stop it from going off, but there's no way of telling what sort of trap it really is unless it does go off.
| Asimi Skia |
She looks at it and nods and would start to carefully work on the trap.
Disable Device: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Heh, hopefully this works. Edit:Ummm... yeah maybe you should have led >.< this could be bad.
| GM Rednal |
There's a quiet 'click' as one of the tools used to disable the trap goes just a bit too far... and a surge of electricity blasts out of the air and into Asimi's body, too quickly to be completely avoided - though it's just barely possible to pull away before the energy finishes surging.
Electric Damage: 3d6 ⇒ (6, 1, 2) = 9 Reflex DC 10 halves
With its magic spent, however, the trap goes inert - it seems that it didn't have the charge for more than one burst into whoever was trying to get through, and there's no lock that would prevent the door from being opened.
| Asimi Skia |
Reflex Save: 1d20 + 4 ⇒ (17) + 4 = 21
Asimi's body went rigid her teeth grinding together as the electricity shot through her but she managed to jerk her hand away.
Her hair was covered by the veil and head wrap but even then the static could be heard as she moved. Her fingers were singed and burnt even with the gloves on and they showed a brunt of it being burnt themselves and Asimi was sure she would be twitching for a while. Stupid magic traps. Grabbing her tools once she was sure it was dormant she made a face at it and would put them back in their pouch.
Looking at Phaenox.
"Thanks for the help. I just screwed it up." She would head back with him to the others and back into the room they were waiting in. "Well, we can go through that door now if we wanted. The trap is dormant."
| Asimi Skia |
Asimi looked at Alkariani and nodded. "Unless you want the next lucky arrow or trap take me out then yeah." She rolls her shoulders stiffly trying to work out the tingling. "Have you guys decided anything or are we continuing with my plan?"
| Taranis Nox |
Taranis sidles up next to the half elf, draping an arm over her shoulder. I think I can take care of that as well, but if you wanted my attention, you don't have to get all damsel in distress like on me. He smiles at his own weak joke before looking at the others, If you need healing now, please let me know. I have limited abilities, but they work nonetheless.
Just trying to get a feel of who needs healing. I can cast CLW 1 more time but I have 5 unused channel energy. 1d6+2 for CLW, 1d8+1 for Channel.
| Asimi Skia |
Asimi looked at Taranis as he drapes his arm over her shoulder and got shocked by the static electricity on her body. He could see through her veil bit this close. Her eyes were a dark silver and he didn't see any whites. Her skin was also a darker shade but he couldn't put his finger on the color. He could smell singed hair and earth along with a hint of ozone.
"Attention? Damsel in Distress? What are you talking about?" Her tone belied genuine confusion and she looked down at herself. "I am injured yes but not in distress....unless I am missing something?." It seems she didn't get the reference and was taking it more literal. "I will scream if in distress." She holds out her hands waiting on whomever will heal her to heal her.
| Alkariani |
Alkariani glanced at Taranis with an amused expression. Then she shrugged and waved her hand at Asimi. "Dachaf Bachar Pachut Rafa." The potent Words formed a glowing light around the wounded Half-Elf, restoring some of the minor damage inflicted on her.
Using a Boosted Lesser Cure word. One of the cool things about Word of Power Healing - no need for touch with cure spells.
Healing: 1d8 + 1 ⇒ (5) + 1 = 6
| Asimi Skia |
Asimi nodded to Alkariani. "Thanks. Now shall we go investigate the room to the south?" She would draw her weapon and move that way standing by the door. While everyone got ready she would listen at the door to see if she heard anything. If not she would still try to open the door stealthily.
Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Stealth: 1d20 + 6 ⇒ (2) + 6 = 8
| GM Rednal |
You're unable to hear anything from within the chamber, and the reason why is revealed as the door is opened... it wasn't the most stealthy act ever, but it didn't need to be, as this chamber seems empty of creatures. However, despite its make, the door is rather heavy... and the reason quickly becomes clear, as you came to the door from behind. The front of it is a horrific torture device, apparently quite well-used... and that's rather disturbing in its own right.
The eastern door of the room is a sturdy barrier of iron, locked (DC 20) to prevent passage towards the dungeon's exit. A careful examination reveals that there is no trap on the door.
The southern door is also unlocked, revealing no sign of traps, and is made of good-quality wood instead. More relevantly, however, it leads immediately to the next room... and where the dark elves from before must have fled.
Room #5 cleared.
| Asimi Skia |
Isn't there a third exit to the south east?
She would step in cautiously and looks at the torture device that was attached to the door her skin crawling but she steeled herself and would move on.
Looking around she checked out the map before pointing to the south and says softly. Drow fled into there.
Also noticing another marked entrance to the south she would point it out to the others and the general location of it letting them investigate it while she took a break for the moment. She was still feeling the effects of being shocked.
| Asimi Skia |
Oh, I thought we were going in the other room to the north of it. Sorry for not being clear. I can roll with this though. Heh, my fault.
She would head to the eastern door and start to unlock it.
Disable Device: 1d20 + 11 ⇒ (1) + 11 = 12
EDIT
Grumbling to herself about her luck she would try again.
Disable Device: 1d20 + 11 ⇒ (14) + 11 = 25
| Asimi Skia |
Asimi would scout ahead seeing if the other followed as she checked for traps heading south first, then headed back up north until the hallway ended at a door and branched east. She would then head east.
Perception: 1d20 + 14 ⇒ (8) + 14 = 22
| GM Rednal |
The door to the north is an unlocked simple wooden door, leading into the chamber closest to the exit. To the east, you can see the outline of an archway - and hear the low tones of two creatures quietly talking. Unfortunately, they're not speaking in a language you know, so it's impossible to know what they might be talking about...
| Asimi Skia |
Asimi would quietly head back to the others and holds up two fingers pointing back in the direction she had heard the creatures talking.
Then would sneak back leading the others her rapier out.
Stealth: 1d20 + 6 ⇒ (6) + 6 = 12