| The Unruly GM |
While checking out the barricade you find nothing of interest. Just past the barricade is a single wooden door that's been heavily reinforced with strips of rusted iron, though it appears that the door's lock has rusted away long ago.
| Kel the Guardsman |
Figuring that if the lock had rusted away that any traps would likewise be in disrepair, Kel pushed the door open.
| The Unruly GM |
The door swings open slowly, with the loud squeal of rusted hinges filling the cavern. Beyond it lies a room that's elegant compared to what you've seen up until now. Walls of uniform stone blocks rise for about twice a man's height before forming into beautiful stone archways. However, near the center of the room it is marred by a more recent, and much cruder, construction. Brick walls have been erected from floor to ceiling, preventing you from seeing deeper in.
| Kel the Guardsman |
The description of the room is a little confusing to me. Can you clarify what we're looking at?
Kel moves in cautiously, shield up. "This looks promising…"
| The Unruly GM |
The walls of the room are worked stone blocks that have been very uniformly carved and laid with precision, and they rise up to about twice a man's height before turning into the ceiling. The ceiling is vaulted and supported by arches made of the same worked stone. Near the center of the room a brick wall rises from floor to ceiling. There's a very obvious difference in the quality of construction between the stone and the brick.
| Maximillian Akorius |
"What do you suppose they are trying to keep out with this brick wall?" Max examines the wall for any weakness or instability. He will report any findings to the group. Knowledge (engineering): 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18.
Edit - adding +1 for guidance.
| The Unruly GM |
Max and Kel - As you move into the room, you notice that the wall isn't sealed off. It has an opening that leads to the other side, or at least to a corridor that leads further inward.
Deia
|
Deia nods to Lann, "Yes, it does appear that the cultists were guarding both ends of their hideout. Either there are other underground communities close or we are getting closer to the surface, I think."
After that, she moves into the room and marvels at the various types of construction. "Very interesting," she thinks aloud.
Seeing the high ceilings, she pushes Astra into the air, "Stretch your wings, now that you have room," she says.
While they are inspecting the area, Deia thinks about any history relevant to underground construction. Know(history): 1d20 + 9 ⇒ (4) + 9 = 13
| The Unruly GM |
| Maximillian Akorius |
"Be wary. If this is the exit, it seems like a place where one might lay traps." Max keeps an eye out for them.
Perception: 1d20 + 3 ⇒ (10) + 3 = 13
He cautiously approaches the apparent alcove toward the northeast to investigate.
| Kel the Guardsman |
"The lock was rusted clear away. Why would they maintain traps here, but not the lock?" Kel said moving to the opening and looking through.
| The Unruly GM |
I'm not good at describing things like that, so just look at the map if you're confused.
The newer brick walls are done with far less care in their construction. While they've been built sturdily, there's too much wasted mortar on the bricks. The brickwork has been done in a Flemish bond to provide for self-supporting strength, but because of the apparent haste that went into its construction the wall probably won't last for more than a few decades without needing repair.
| Kel the Guardsman |
Kel blinked, sighed and shook his head. Right. Maze. Wonderful. If anything else is in here with us, they know we're coming. No reason to play it quiet.
he could see that there was nothing int he right passage so he stepped forward and looked around the corner and further down the hall in front of him.
| The Unruly GM |
| Kel the Guardsman |
Another step, another glance around the corners...
based on the map, I'm getting a little far from the rest of the group. Folks, you might want to position yourselves.
| The Unruly GM |
I'm going to hold off on further updates for you, Kel. I want to give some of the folks who aren't up in the middle of the night time to get a word in edgewise.
Deia
|
Deia sees Kel, Tina, and Lann start into the bricked area.
She calls Astra back to her and then yells to those down the hallway, "Don't get too far ahead of the rest of us. Keeping the group together has helped us before."
Deia tries to get everybody moving in Kel's direction.
| The Unruly GM |
Now to do Kel's update since it seems everyone else has had a chance to post.
Kel, as you peer around the next set of corners you first look north and see that that path curves to the east. However, as you glance down the southern path you spot a demon! The short, fat creature looks to be of the same type as one of the ones on the plaza yesterday, and it snarls loudly as it advances towards you!
Anevia: 1d20 + 7 ⇒ (14) + 7 = 21
Aravashnial: 1d20 + 2 ⇒ (11) + 2 = 13
Deia: 1d20 + 4 ⇒ (3) + 4 = 7
Horgus: 1d20 - 1 ⇒ (15) - 1 = 14
Kel: 1d20 + 2 ⇒ (7) + 2 = 9
Lann: 1d20 + 1 ⇒ (16) + 1 = 17
Max: 1d20 + 4 ⇒ (9) + 4 = 13
Rex: 1d20 + 4 ⇒ (17) + 4 = 21
Tina: 1d20 + 2 ⇒ (17) + 2 = 19
Dretch: 1d20 ⇒ 15
Initiative Order:
Anevia
Rex <--- We Are Here
Tina
Lann
Dretch
Horgus
Max
Aravashnial
Kel
Deia
Tracking: Includes previous damage
Anevia: -2hp
Deia: -2hp
Kel: -14hp, Aid
Lann: -10hp, Aid
Rex: -2hp
Tina: -5hp
Deia
|
Deia moves forward into the walled area, keeping with the group. Once she sees the Dretch, she says, "This is not exactly what I would have expected. They seem to be guarding against the demon as much as they were against other groups."
Once she sees the demon, she tries to use her magic on it, "Stars of the sky, cast doubt into the mind of the demon" Hex: Evil Eye (DC15, Will) targeting attack rolls
| Rex Kayn |
Rex Round 1
Demon, yikes, I hope Chief Sull's morningstar can hurt this thing.
Rex tightens his grip on the morningstar and yells over to Kel,
"I'll move around to the north and see if I can flank."
Rex then moves down the corridor to the north to set up a flank.
Round Summary
Move Action, Move to the top of the corridor.
HP 20/22
Bullets 3/10
| The Unruly GM |
Round 1 Update
Rex moves to the north.
Tina stays put.
Lann takes up Rex's old position.
The demon moves closer to Kel and savagely attacks! But it fails to penetrate Kel's armor!
Bite: 1d20 + 4 ⇒ (3) + 4 = 7 Claw1: 1d20 + 4 ⇒ (9) + 4 = 13 Claw2: 1d20 + 4 ⇒ (4) + 4 = 8
Horgus stays put.
Initiative Order:
Anevia
Rex
Tina
Lann
Dretch
Horgus
Max <--- We Are Here
Aravashnial
Kel
Deia
Tracking: Includes previous damage
Anevia: -2hp
Deia: -2hp
Kel: -14hp, Aid
Lann: -10hp, Aid
Rex: -2hp
Tina: -5hp
| The Unruly GM |
Round 1 Final
Max steps into the maze.
Aravashnial stays put.
Kel swings at the demon, but fails to harm it.
Deia prepares to hex the demon if it ever comes into view.
Round 1 Complete
Round 2 Begin!
Anevia repositions herself, but keeps her bow drawn taught.
Initiative Order:
Anevia
Rex <--- We Are Here
Tina
Lann
Dretch
Horgus
Max
Aravashnial
Kel
Deia
Tracking: Includes previous damage
Anevia: -2hp
Deia: -2hp
Kel: -14hp, Aid
Lann: -10hp, Aid
Rex: -2hp
Tina: -5hp
| Rex Kayn |
Rex Round 2
Rex looks down the hall at the demon, "It is not moving, Anevia, but we will try to get him closer."
Rex then moves down the hallway to see if he can move behind demon.
Round Summary
Move Action, move and look down the other hallway.
HP 20/22
Bullets 3/10
| The Unruly GM |
Round 2 Update
Rex moves further into the complex and finds a nasty surprise.
Tina stays put.
Lann moves up to engage the demon. The demon swings a clawed hand at him as he moves, but fails to connect. Lann returns the favor with an ineffective swing of his club.
AoO: 1d20 + 4 ⇒ (3) + 4 = 7
Attack: 1d20 + 6 ⇒ (6) + 6 = 12
The demon up front begins casting a spell. Kel and Lann swing at it as it lowers its defenses. Kel's strike draws blood, but the demon shrugs off Lann's attack as it belches forth a thick, noxious cloud that fills the maze and makes it almost impossible to see.
Kel AoO: 1d20 + 6 ⇒ (16) + 6 = 22 Lann AoO: 1d20 + 6 ⇒ (18) + 6 = 24 Kel Damage: 1d8 + 3 ⇒ (3) + 3 = 6 Lann Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Concentration Check: 1d20 ⇒ 16
Lann Fort: 1d20 + 2 ⇒ (15) + 2 = 17 Kel Fort: 1d20 + 6 ⇒ (5) + 6 = 11 Deia Fort: 1d20 + 2 ⇒ (18) + 2 = 20 Tina Fort: 1d20 + 5 ⇒ (12) + 5 = 17 Max Fort: 1d20 + 1 ⇒ (6) + 1 = 7 Rex Fort: 1d20 + 5 ⇒ (2) + 5 = 7
Rex and Max are now both Nauseated for so long as they remain in the cloud, and for some rounds after they leave(will be determined once they leave). Everyone else will have Fort saves rerolled each round that they remain in the cloud. The area designated as being the stinking cloud provides Concealment(20% miss) within 5 feet, and Total Concealment(50% miss) beyond 5 feet.
The second demon charges down the hallway at Rex, but only bites at the clouded air as he arrives.
Bite: 1d20 + 4 ⇒ (1) + 4 = 5
Horgus sees the cloud billowing out and catches a slight whiff of the stench, causing him to retreat to the door.
Initiative Order:
Anevia
Rex
Tina
Lann
Dretch
Horgus
Max <--- We Are Here
Aravashnial
Kel
Deia
Tracking: Includes previous damage
Anevia: -2hp
Deia: -2hp
Kel: -14hp, Aid
Lann: -10hp, Aid
Max: Nauseated
Rex: -2hp, Nauseated
Tina: -5hp
| The Unruly GM |
Lann gags and coughs as the demon belches its foul cloud right into his face.
"*hurk* Perhaps we should *urk* listen to the woman and *ugh* retreat into open territory."
Deia
|
Round 2
Deia can't see the dretch so I think that means she also couldn't perform the spellcraft check?
Deia tries to give Tina a quick blessing, "Tina, may fortune guide your actions." Guidance overcome concealment: 1d100 ⇒ 33. Deia successfully reaches out and touches Tina.
She then retreats out of the cloud, "Back toward the door!" she shouts.
Action Summary:
Standard: Guidance on Tina
Move: North, North, Northwest
Status: 14/16 HP
Daily casting:
Spell slots used: 1 CLW
Healing Hex: Rex, Max, Tina, Lann
Prehensile hair 1/2 per day
| Kel the Guardsman |
Kel swings Radiance again, holding his ground and holding his breath. "Get clear!"
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Crit Confirm: 1d20 + 6 ⇒ (12) + 6 = 18
Crit Damage: 1d8 + 3 ⇒ (7) + 3 = 10
I'll back up next round once Max is able to get away. I don't want to leave him in there.
| The Unruly GM |
Round 2 Final
Max retreats out of the maze in a sickly stumble, trying to keep his stomach in check. Nauseated rounds: 1d4 + 1 ⇒ (3) + 1 = 4
Aravashnial stays where he is.
Kel sounds the retreat while trying to hold the demon back with expertly placed strikes.
Deia reaches out to Tina and offers her a blessing as she retreats, calling for the others to exit the maze.
Round 2 Complete
Round 3 Begin
Anevia backs further away from the cloud, keeping her bow drawn and ready.
Initiative Order:
Anevia
Rex <--- We Are Here
Tina
Lann
Dretch
Horgus
Max
Aravashnial
Kel
Deia
Tracking: Includes previous damage
Anevia: -2hp
Deia: -2hp
Kel: -14hp, Aid
Lann: -10hp, Aid
Max: Nauseated 4rds
Rex: -2hp, Nauseated
Tina: -5hp
Dretch1: -11hp