F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |
"Ugh. Wait here while I check ahead. Unless we can, I mean, want to explore elsewhere first." There's a definite hopeful glint in her enormous eyes as she says this...
Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6
"You intend to get in there Lara?!" - Helgash inquires - "I cannot agree to that - it is simply too risky. If necessary I will." - the Paladin puts a hand on the scout's shoulder and nods at his companion, showing he is adamant about this - "But let us explore the shaft upwards first?"
I think she meant upwards Helgash. I am at work and will update once I get home but Duardlara if you get a chance please roll a stealth and perception please.
F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |
Yes, she could see all she cared to see on the downward spiral.
Orgar will follow Duardlara up the upward spiral.
From a bit of a distance, within eye sight.
But not so close his own lack of stealth will mess things up for her.
Climbing up the deep, black pit you find yourself in a rectangular chamber, hewn by hand from the surrounding stone. Rows of rusted iron manacles hang along the room's walls, their chains hammered deep into the stone. A rack along the east wall holds numerous cruel-looking torture implements. A narrow chimney with iron climbing rungs
set in the wall is situated to the northwest.
perception 1d20 + 12 ⇒ (4) + 12 = 16
3 creatures, like some miniscule wicked old men wearing steel toed boots, red hats and carrying scythes, roam the room inspecting the manacles and occasionally taking a lick off of them to taste the blood. Finding it satisfactory it takes off its hat and rubs the blood upon it.
know nature DC 16:
These fey are redcaps and are quite the vicious creatures. Each 5 above nets you a bit of info.
Duardlara you are certain you are not seen nor heard.
F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |
Knowledge (nature):1d20 + 9 ⇒ (7) + 9 = 16
Duardlara eases back down the stars, signaling to the other scouts to return below.
Stealth:1d20 + 18 ⇒ (9) + 18 = 27
Upon reaching the chamber below, she motions the others back from the pit before sharing quietly, "Three of the viscous fey known as redcaps. I'm drawing a blank on more than their basic nature. Have you heard of them?" She describes them in as much detail as she can in hopes to jog someone's memory.
Weaknesses: Irreligious (Ex) Bitter and blasphemous, redcaps cannot stand the symbols of good-aligned religions. If a foe spends a standard action presenting such a holy symbol, any redcap that can see the creature must make a DC 15 Will save or become frightened for 1 minute and attempt to flee. A redcap who successfully saves is shaken for 1 minute.
AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut
Venja informs her friends of what she knows about redcaps with a quick and concise statement of their weaknesses and damage resistance.
She pulls out her crossbow and a cold iron bolt. "I only have 10 of these, so if someone who has a better chance of using this accurately wants to use it and the bolts, you are welcome to use it... or we could just go a different way.. if there is one."
F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |
"I don't know if there's a reason to go through there at all. There's a ladder, but I don't know where it goes. Their little room is literally a torture chamber, but they currently have no prisoners." She rubs her temples for a moment. "I don't know that we have a reason to fight them, especially with limited resources. I have no cold iron at hand and few spells."
She tries to think of what other paths are yet to be explored down here.
F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |
We back up, locking doors as we pass back through them. The locals probably don't like the little homicidal maniacs, either. That's saying something from a temple of hags.
F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |
Moving back al ong ways from which you came you arrive at the junction of 4 hallways. 1 you are coming back from and 1 you previously came down from Caigrial's home. taking the path on the left you travel about 60 feet through carved rock with depictions of the sun rising on the horizon, trees blooming and flowers blossoming. Before you even reach the end of the passageway you can see a harsh bright light coming up ahead. Moving closer you can tell that it is not daylight, it is even brighter than that. You stop about 15 feet away and can feel the light burning into you. Any closer an you think it may even start to harm you.
Helgash you detect evil in the area but not from the light per. Moving forward Helgash is just a silhouette against the harshness of the light before him. As he steps into the room proper he pauses momentarily...
Helgash you feel as if the light intensifies to such a degree that you can not help but feel explosions in the back of your eyes. However your god is with and strengthens you allowing you just enough grace to suppress the affects of the harsh bright light. Inside the room you can now tell that the light is emanating from a spot on the floor about 15 inches in diameter.
Helgash:
You also here voices and whispers of someone or something begging you in a high pitched voice for you to please hurry.
Helgash you do not recognize the voices but you can make out the sounds of glee. Unseen assailants strike at you as you approach the center of the room.