
Elransil Farseer |

The sword is magical. Pik says matter-of-factly.
"Good thing he didn't actually hit any of us with it then," Elransil says.
The ranger steps closer to the stairwell and listens for any more monsters.
Perception 1d20 + 12 ⇒ (1) + 12 = 13
I'm not interested in a magical sword

Pik |

Pik chuckles as Erodel asks, You're the only one here that uses one of those things. I don't think anyone will object.
Pik doesn't appear very interested in the creature, feeling as if it's origin is obvious.

Pik |

Looking down the stairs, So...who wants to go down into the dark and spooky dungeon first?
spooky, spooky caws the raven.
Pik chuckles, Yes, thank you Roak. That didn't make it worse at all.

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Taking the sword, Erodel will sheathe his other blade. "I'll put it to good use!" he says, giving it a few practice swings in the air.
Erodel will take the other weapons, just to hold onto unless other people want them. And that ring of prot +1?
Looking around at the others, Erodel will be the first to descend down the stairs, shield lighting the way and magic sword in his other hand. "I say we get to the bottom of this dungeon." He calls from over his shoulder.

DM WaterSprite |

Down the spooky stairs you go into the largest room you've been in yet. The ceiling of this strangely cold chamber arches to a vaulted height of
twenty feet. The floor contains eleven wooden lids strewn haphazardly over eleven five-foot-wide pits in the ground. From the darkness within these pits echo up strange shuffling sounds and, every so often, a low moan.
Should you venture close to the edge of one of the pits and look down, what you see is a single human zombie, a pitiful creature left over from a time before the founding of Sandpoint.
There is yet another tunnel leading from an open doorway in the middle of the southern wall. It goes about 20 feet before branching off to the east. The short hallway leads to a staircase that once led deeper down to yet another underground level, but has long since been blocked off by a cave-in.
The other branch leads to what appears to be a spherical room with what appear to be several objects floating around in it. Let me know who enters this room and you may make a perception check.

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Slowly going down the stairs, Erodel lets the shield illuminate the room while his armor creaks with each step. It's only once he has reached the bottom and starts to look around that the shuffling and the moan can be heard. "There's something down here!" he calls to the others (if they have not already descended).
Once everyone is down... Erodel will be willing to enter the room with all the floating sparklies!
Perception: 1d20 + 1 ⇒ (11) + 1 = 12

DM WaterSprite |

As soon as Erodel enters the room, he too begins to float.
Spellcraft checks can be made of this room.
This strange room consists of a fifteen-foot-diameter sphere. Several objects float in the room, spinning lazily in space—a ragged book, a scroll, a bottle of wine, a dead raven surrounded by a halo of floating and writhing maggots, and a twisted iron wand with a forked tip. Yet perhaps the most unnerving aspect of the room is the walls, for they are plated in sheets of strange red metal that ripple every once in a while with silent black electricity that seems to coalesce into strange runes or even words far too often for the effect to be chance.

Pik |

Pik looks down into the pit, We should put that creature to rest.
At the floating room, before entering, he stops and looks within.
Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22

Pik |

As he notices the other pits, Or creatures for that matter.
He whispers to the raven on his shoulder, who takes flight into the room. collect, collect it caws as it gathers up the items one at a time. I won't be needing the dead raven, Roak.
He examines the items with Detect Magic as they arrive.
Spellcraft (scroll): 1d20 + 9 ⇒ (20) + 9 = 29
Spellcraft (wand): 1d20 + 9 ⇒ (20) + 9 = 29
Just let me know if spellcraft is needed for the book and bottle.

Elransil Farseer |

Seeing everyone else floating around, Elransil has to give it a try. He walks past the zombie pits and into the room, trying to see if he can swim in the air as he looks around the sphere.
Perception 1d20 + 12 ⇒ (13) + 12 = 25
As he moves around the room, he'll call out to the wizard.
"Manx, do you have any magics we can use to deal with the zombies? I'd rather not use up all my arrows on them and then have to climb down to retrieve them."

Pik |

Pik hands the scroll and wand to Manx without a word and then turns to examining the book.
Knowledge (arcana): 1d20 + 10 ⇒ (1) + 10 = 11
Knowledge (religion): 1d20 + 11 ⇒ (17) + 11 = 28
Perception: 1d20 + 4 ⇒ (7) + 4 = 11

DM WaterSprite |

If you made dc 20 perception
Pik, you do not know the exact spell upon the book, but the school is abjuration. You are not familiar with the language the book is written in, but you do recognize the symbol for Lamashtu on the first page of the book.

Manx Serimus |

"Aye, I can deal with the zombies." Manx walks up to each pit and fires acid splashes until each zombie is laid to eternal rest.
Manx accepts the wand and scroll from Pik, "I can use this wand, what about you Radd?"
"As for the language, let me take a look..."
Knowledge Arcana 1d20 + 9 ⇒ (8) + 9 = 17
Knowledge Religon 1d20 + 8 ⇒ (1) + 8 = 9

Pik |

Pik looks quizzically at Manx as he refers to Radoslav as "Rad" again. I'm beginning to suspect you are trying to upset the man. I had originally assumed that you were simply oblivious to common courtesy, but no one is that blind. With that he goes back to looking around the room.

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Can I walk down? Or...??
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

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Ever so slowly, Erodel 'walks' down the air and back to safe ground and quickly leaves the room. "Let us not do that again..."
Assuming Manx has Acid splashed the zombie fish in their respective barrels..
"So this was some sort of... experiment chamber?!? This town keeps showing us a stranger side of itself." As he walks around pits of the zombies.
So... no exits from this room that we haven't explored??
Heading towards the cave in, Erodel inspects it to try and determine how recently it occurred.
Knowledge Dungeon/Eng?: 1d20 + 5 ⇒ (18) + 5 = 23

Elransil Farseer |

Elransil's head jerks around as he sees Pik hold the bottle of wine.
"If you don't mind," he says as he gently takes the bottle for a closer look.
"This bottle is the same type and the same year as the one Tsuto was drinking in his office. In addition, we've found a mutated goblin down here and no recent corpses. So either these monsters didn't mind having Tsuto and his goblin friends rummaging around for free drinks, or whoever controls these creatures wanted them down here."
The ranger looks around at the bizarre rooms, remembering the torture chambers and cells.
"So why would they want them down here? Is there some old cult of Lamashtu still down here, or does the goddess just want to stir up trouble? And where did they make these creatures anyway? We seem to be passing holding areas for creatures but not much else."
He turns to the more magically learned members of the party.
"Pik, Radoslav, Manx - does anything we've gone past so far look like a place to actually make monsters?"

Manx Serimus |

"I am not as familiar with transmutation as I believe Radoslav may be, though this book," Manx waves the book, "but this is some sort of prayer guide to Lamashtu."
Radoslav is coming across as a very dour and humorless person, Manx on the other hand sees the world with rosy tinted glasses. His 'forgetting' Raddies name is nothing more than light digging as he sees it as a personal mission to get Radoslav to laugh.

Elransil Farseer |

"But we haven't seen any cultists, at least yet. There are still more tunnels that need exploring. Maybe Tsuto and his goblins barred the door after they ran into some of the sinspawn."
Elransil nods. "You're right; they could have stirred all this up like a hornets' nest."

DM WaterSprite |

Following the tunnel that goes east from the statue room, you alternate walking up 4 short hallways and 3 short flights of stairs. They lead to a amall, round room that appears 15 feet in diameter and has a small (5ft wide), circular stone pool lined with skulls in the middle of the room. Smears of what looks like blood mar the pool’s rim in places.
Please give Perception checks and Initiatives. Also marching order.

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Perception: 1d20 + 1 ⇒ (8) + 1 = 9
Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
HP: 24/24
AC: 21 T: 14 FF: 19
F: +5 R: +2 W: +3
Erodel is probably the first one in; although after this experience he may cede that opportunity to anyone else!!
What does it look like the pool is full of? Water? Blood?

Manx Serimus |

Manx would prefer to be near the middle of the group, or next to last.
Initiative 1d20 + 8 ⇒ (11) + 8 = 19
Perception 1d20 + 0 ⇒ (19) + 0 = 19
AC 12/T12/FF10 HP 12
Fort +1, Ref +2, Will +2
Spells Available:
1st-Silent Image DC 16, Corrosive Touch no save
0-Prestidigitation, Detect Magic, Ghost Sound DC14, Acid Splash no save
Arcane Bond Ring: available

Elransil Farseer |

Elransil can take rearguard if no one else wants to - he's got decent AC and saves. He wouldn't be out front.
Initiative 1d20 + 6 ⇒ (7) + 6 = 13 and Perception 1d20 + 12 ⇒ (14) + 12 = 26
HP 19/21 AC 18, Touch 14, FF 14 (+3 Armor, +1 shield, +4 Dex)
Saves Fort +4 Reflex +7 Will +2

Pik |

Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Pik follows behind Erodel and Radoslav, standing back quite a bit from them.

DM WaterSprite |

Initiative 1d20 + 1 ⇒ (13) + 1 = 14
Stealth 1d20 + 8 ⇒ (14) + 8 = 22
Surpise Round for Erodel and Radoslav
Radoslav is about to follow after Erodel, who had just stepped into the room, when a flying head with tentacle dangling from it swoops down from the ceiling at them at lets loose a shriek.
Erodel and Radoslav are the only two who can clearly see the creature right now, so you both need to give me a DC 12 Fortitude save or be paralyzed for 2d4 ⇒ (3, 4) = 7 rounds.
It is Knowledge Planes to figure out what this creature is.
End of Surprise Round, begin Round 1 now.

Elransil Farseer |

Round 1 Init 13, HP 19/21 AC 18, Touch 14, FF 14 (+3 Armor, +1 shield, +4 Dex)
Saves Fort +4 Reflex +7 Will +2
My perception roll was 26. If you need a new one, here it is 1d20 + 12 ⇒ (4) + 12 = 16
Elransil steps into the doorway, trying to get a bead on whatever made that noise and shoot it down.
If I can see the creature, I'll fire two arrows at it. If I cannot, I'll ready an action to fire at any hostiles when I see them.
Longbow rapid shot 1d20 + 5 ⇒ (19) + 5 = 24 +1 if within 30 feet, +2 if I only get off one shot
Damage 1d8 + 2 ⇒ (4) + 2 = 6 +1 if within 30 feet
Longbow rapid shot 1d20 + 5 ⇒ (18) + 5 = 23 +1 if within 30 feet
Damage 1d8 + 2 ⇒ (2) + 2 = 4 +1 if within 30 feet