Armath detects necromantic magics on the door but no other magic in the room.
Weed checks the door triggering a trap and a blast of negative energy washes over the party.
negative energy:6d6 ⇒ (2, 6, 2, 2, 6, 2) = 20
DC 15 WILL save or be -terrified- of the door and unable to approach or enter it.
DC 15 FORT save or take 1d4 WIS damage.
Weed doesn't answer Dardanius as he mewls and wets himself in gibbering terror as Armath stands wide-eyed nearby. The trap, or whatever it was, appears discharged as no further blasts of energy emanate from the door.
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15
Dardanius looks to Turran: I'm afraid I have no healing magics for whatever's rattled their minds. I suppose we ought to follow them out. But I worry we're leaving this door unlocked . . .
After about a minute and seeing half of the party not make their way back downstairs, Dardanius and Turran climb back up to the ruins and find their friends a short distance away crying and commiserating. Several minutes of calming and discussion rallies their spirits and they feel up to facing the terrors of the door and whatever lies beyond.
Amarth and Weed suffer a -1 morale penalty to AC/hit/damage/saves/skills while underground in this area.
Dar opens the door revealing a 20x20' room with arcane markings on the floor. At the other side of the room is a oversized door set into the stone wall. The door appears to be made of brass, with markings on the face of it, and additional arcane markings on the wall around it.
The markings are magical and written in a variant of Infernal. They warn of grave dangers ahead and that the magic wards are in place to prevent a great evil from getting free into the world.
"The markings are magical and warn of dangers ahead and wards in place to prevent a great evil from escaping into the world. Weed, you had better check the door for traps."
Weed's trepidation is well founded as just approaching the door causes six shimmering, multicolored beams of light spray forth at the party.
who:6d4 ⇒ (2, 2, 3, 2, 2, 3) = 14
On Dardanius
Ray 1: 20 points of fire damage DC 23 REF for 1/2
Ray 2: 40 points of acid damage DC 23 REF for 1/2
Ray 4: poison, 6 rounds, DC 23 FORT save or take 1 CON damage until save is made or all rounds expire
Ray 5: -flesh to stone- spell DC 23 FORT to negate
On Turran
Ray 3: 80 points of electricity damage DC 23 REF for 1/2
Ray 6: -insanity- spell DC 23 WILL save to negate
Table: Confusion Effects
d% Behavior
01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject’s self)
Will assume for the ease of RP that you tie/bind Turran in such a manner that he can't hurt himself or the party as you make your way back to Westcrown. Perception rolls for Dardanius/Weed (if desired) and what general course of action do you take when/if you make it back to the city.
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)
Weed walks over to Turran and whispers....shhhhhh its ok Turran....weed will take care of you....and giggles....and runs around a few times....we are all going to die!!!! then calms down....and looks around suspiciously......
perception:1d20 + 19 - 4 ⇒ (5) + 19 - 4 = 20
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)
Amarth....i think a good idea would bea good idea to each buy a clever rooster....and tie them around our waist.....you know....to protect ourselves.....and not draw attention...we would blend in better....
weed glances about suspiciously....and lets out the occasional nervous laughter.....