
Foxy Quickpaw |
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With no one riding the merry-go-round anymore the group teams up on the elemental and start hitting again. After almost everyone hits the elemental - even from Ohrmizd who lies prone with the creature looming over him - and some serious wounds are added to it you Ohrmizd sees something like a grin on the shifting form as it lunges out for the finishing move. The huge fist approaches like in slow motion and Ohrmizd's life passes before his eyes as the whole elemental disappears from the material plane.

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When the Elemental finally disappears Manuun runs over to Ohrmizd to check on the big Oaf.
"Miz come on you are fione aren't you?" Seeing him still slowly breathing Manuun helps him up. "Come on let me help you. What do you think you were doing here? One day you recklessness is going to get you killed man."
Then he turns to Omari. "I think he needs some healing. Do you still have some spells left?"

Ohrmizd |

Ohrmizd stands up with some effort, calling to his goddess to patch him up.
CLW: 1d8 + 5 ⇒ (1) + 5 = 6
"Humf, how to catch the air? That was rough eh?" the man recovers his smile "Where were we? Oh, yeah, those stairs in the center. We shall go down before more of those guards decide to come check"
HP 9/48 AC 24 TAC 14
shield of faith 5 min

Roryx |

Then he turns to Omari. "I think he needs some healing. Do you still have some spells left?"
"Naaah, he's fine" - Roryx nods at Ohrmizd - "Really now, it was but a draft. Worst it can do is give you a cold" - he might be smiling underneath the cowl.
"Now that ruckus... May call more of them upon us" - he adds, keeping watch for any more enemies - "Do you want to make a stand , and try to rest around here somewhere? OR retreat?"

Omari the Landless |

... "Where were we? Oh, yeah, those stairs in the center. We shall go down before more of those guards decide to come check ..."
"Hold still Ohrmizd, somehow that thing has damaged that brick you use for a head." Omari hurries over to Ohrmzid and begins to treat his injuries, calling on Erastil for healing.
expend a Featherfall spell for a Cure Moderate Wounds
Healing on Ohrmizd: 2d8 + 5 ⇒ (7, 1) + 5 = 13
As he heals Ohrmizd, he continues, "Heshan has the right of it, we need to rest, certainly not advance further into this complex. I have little of Erastil's blessings left. As it is, to have everyone in fighting form may take a day. I think we must fall back to the refugees."
Ok, lets grab the loot from these gnolls. Definitely we don't go down a level. None too sure, but we want might to check out the rest of this little bit (H2 - H8), as I suspect anything hostile should have come running at all the ruckus. If I burn all my remaining slots, I have 2 CLW, 1 CMW, and 1 CSW. No more Channels. We might need to wait a full day to come back down if we want to be full up...

Ohrmizd |

"Thanks Omari" Ohrmizd looks back to were they came from "So to the slaves again?"
Just in case, he bumps more healing on his wounds.
CLW: 1d8 + 5 ⇒ (1) + 5 = 6
"Seems the goddess is not pleased today"
CMW: 2d8 + 5 ⇒ (4, 1) + 5 = 10
HP 38/48 AC 24 TAC 14
shield of faith 5 min

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"I agree Omari, letscheck out these chambers and thenget out for now."

Foxy Quickpaw |

(H2) The floor appears badly damaged, scarred with cracks and huge gaping holes. Pieces of old wood and rusted metal bars cover some of the damaged areas, though they hardly seem safe. Along the north wall, loose rock and other debris neatly fills a wide arch, blocking the passage save for a few narrow gaps; likewise, in places the ceiling of the chamber has fallen, exposing small gaps to reveal the sky above.
(H3) Thick pillars of stone line this oversized hall, draped in cobwebby ropes strung with tattered prayer flags. Along the north and south walls, various doors, arches, and stairwells offer exit. In the center of the room a pair of elaborately tiled, diamond-shaped columns etched with coils of twisting vermin rise up; the column to the east is hollow and contains an ancient iron staircase that spirals down into darkness.
(H4) A wide archway opens into a large square room. Along the room’s outer walls, statues of robed, morbidly obese humans sit cross-legged, perhaps in some sort of praying position. The heads of all the statues have been smashed off. In their place rest small piles of humanoid skulls. In the center of the room four iron braziers surround a marble font half full of brownish, stagnant-looking water.
(H5) The three rooms in this wing are all identical—each contains six or so cramped, nest-like beds cluttered with bits of rotten meat, bone, and matted gnoll fur. These rooms reek particularly strongly of gnoll urine. The stairs in the central hall lead down.
(H6) This hallway has mostly collapsed—the gnolls never bothered to clear out the tunnels. Manually clearing the earth from this tunnel takes hours of work.
(H7) Obviously there is no path there.

Ohrmizd |

Ohrmizd searches throughout the different rooms before leaving for rest.
Perception H2: 1d20 + 10 ⇒ (10) + 10 = 20
"We better avoid this place, the cracks look pretty dangerous"
Perception H3: 1d20 + 10 ⇒ (11) + 10 = 21
Ohrmizd takes away the cobwebs with the hand to better have a better sight of the prayer flags "This staircase here. It might be the path we want to follow downstairs"
Perception H4: 1d20 + 10 ⇒ (16) + 10 = 26
"I wonder what food they eat so much here in the middle of the desert to get that fat" Ohrmizd searches the statues then the braziers "I am not drinking that water, it looks foul"
Perception H5: 1d20 + 10 ⇒ (15) + 10 = 25
Ohrmizd covers his nose to avoid the stench to urine, but moves away the beds to check if they conceal the gnolls treasure.
Perception H6: 1d20 + 10 ⇒ (20) + 10 = 30
"Clearing this place will takes us a lot of time. Not worth probably"
Also, before leaving for rest, he will deprive the gnoll guards from their useful items.

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On the map it looks like there is a small tear in the wall of H7 through which it might be possibe to see the room inside?

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"So lets pack things up and get upstairs again. I wonder what the gnolls will make of this, when they see nobody alive here anymore, but since we are all spent I doin't Think there is something to be done about it."
Manuun has spent his ressources too.

Ohrmizd |

"Or they will pee on their filthy rags feeling our breath on their back-neck, ha!" Ohrmizd chuckles while coming upstairs following Manuun's lead.
During the night, Ohrmizd will be taking the first or second watch, spending a few more spells to cure himself before sleeping.
CLW (Ohrmizd): 1d8 + 5 ⇒ (3) + 5 = 8
And in Omari. I do not think there is anyone else injured
CLW (Omari): 1d8 + 5 ⇒ (6) + 5 = 11
HP 46/48
HP 48/48 (after night's rest)

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Let's move out the way we came in and avoid the scorpion.
CLW Potion: 1d8 + 1 ⇒ (6) + 1 = 7 Manuun is fully healed

Omari the Landless |

Sorry I've been distracted a bit here. This will be a big post
"Back the way we came in, up through the former Gargoyles tower. If we can do something to obscure our tracks between there are the refugees hideout, that would be good."
Survival check?
As we retreat "I will do my best to minister to our hurts over the evening. I will take the dawn watch as is my habit. As for tactics, there appear to be 2 ways down (H3 and H5), but they are so close together, I suspect they come out next to each other - which leaves us with a frontal assault on a chokepoint next raid... I don't like it."
Before we start using potions, remember you will all heal at 5 hp overnight, and if I can succeed on my long term care heal checks, 10 hp... Some aid another checks would be nice Ohrmizd; also, you can't long term care yourself, so Orhmzid will have to work on Omari.
Heal, Long Term Care, Orhmizd: 1d20 + 2 + 3 + 2 + 2 ⇒ (14) + 2 + 3 + 2 + 2 = 23 vs DC 15
2 rank+3 trained +2 wis +2 healer's kit
Heal, Long Term Care, Roryx: 1d20 + 2 + 3 + 2 + 2 ⇒ (10) + 2 + 3 + 2 + 2 = 19
Heal, Long Term Care, Manuun: 1d20 + 2 + 3 + 2 + 2 ⇒ (13) + 2 + 3 + 2 + 2 = 22
Heal, Long Term Care, Khedron: 1d20 + 2 + 3 + 2 + 2 ⇒ (13) + 2 + 3 + 2 + 2 = 22
I don't think Heshan is hurt
Heal, Aid another for Long Term Care, Ohrmzid on Omari: 1d20 + 2 + 3 + 2 + 2 ⇒ (2) + 2 + 3 + 2 + 2 = 11 vs DC 10

Omari the Landless |

...
They are already looking forward to Omari serving magical dinner.
Thought we , already did that today and we are probably on short rations - I can feed 15 people per spell/day, and I only have 1 spell ... How many rescued slaves do we have? Speaking for no one else, I have some rations. How about the rest of the party?
Also on a tactical level. I noticed that you did not discuss area H8? Another Q. How deep do the stairs in H5 and H3 go (do they go to different depths?

Omari the Landless |

Ok, once we get back to the Refugees, Omari will try to use Treat Deadly wounds on Roryx and Khedron. Again, aid another would be useful here. This will consume 4 uses from the healer's kit.
When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer’s kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer’s kit that you lack.
Heal, Treat Deadly Wounds, Roryx: 1d20 + 2 + 3 + 2 + 2 + 1 ⇒ (19) + 2 + 3 + 2 + 2 + 1 = 29 vs DC 20
2 rank+3 trained +2 wis +2 healer's kit +1 guidanceAnd a possible Aid another from Ohrmizd
Heal, Treat Deadly Wounds, Khedron: 1d20 + 2 + 3 + 2 + 2 + 1 ⇒ (7) + 2 + 3 + 2 + 2 + 1 = 17
Edit: Roryx gets back another 9 HP

Foxy Quickpaw |

(H8) Piles of broken stone partially block this archway. Several hideous scarecrows made from the headless corpses of slain troglodytes stand propped against the walls here.
No one checked on the depths of the stairs and you can't see the bottom of either from standing at the top.
There were 15 slaves. I don't remember how many you killed.

Ohrmizd |

Assuming nothing happens during the night and watches, Ohrmizd wakes up the next day fully refreshed "Awwwwn, butter toasts and an orange juice please... uh"
Realizing he is far from home, the man stands up and cleans a bit himself from the arduous night of sleep "Oh, well, I guess that tasteless magical stuff would be ok"
After performing a few prayers and warming up with some scimitar practice, the Keleshite sits for breakfast "I guess we are coming back to where we left it, descends those stairs where the elemental attacked us if there are no new gnoll guards reinforcements"
H3 stairs going down

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"Nothing against Omaris wonderful Spell but I am really missing Hadrahs Soups. Maybe next time she is wiling to join us."
Manuun prepares his belongings, this time making sure he keeps the magic Arrows they found handy in case they meet another Elemental.
When the group sneaks into the temple he scouts ahead trxying to see if the gnolls have revisited these caves.
Casting Herosim as soon as we either hear any sign of enemies or approch H1
Stealth: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
Perception: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
When nothing is found Go down H3 as suggested by Ohrmizd

Omari the Landless |

Omari looks closely at the stone wall, even pokes at it a couple of times with the butt of his spear.
I'm wondering if this is an illusion. Also, if it's really there, can someone (not me, I don't have any ranks) make a K Arcana check to see if they can ID a spell effect? (DC 20 + spell level)
Will vs Illusion: 1d20 + 4 + 2 + 1 + 2 ⇒ (5) + 4 + 2 + 1 + 2 = 14
+4 Cleric + 2 wis +1 resistance +2 vs Illusions

Heshan Antar |

"Not to be against Erastil, but he could work on flavor," Heshsn nodded in response.
-------------------
Well rested and with his spells restored, he was in good spirits as he walked alongside the rest of his party.
Once he gazed at the rock, he placed s hand on his chin. Maybe there is something we can move to get past the stone."
Perception: 1d20 ⇒ 14

Ohrmizd |

"Well, stag stew is stag stew. It gets as far as it is" says Ohrmizd while having breakfast "I also miss Hadrah's soups"
---
"I am surprised at how good bricklayers the gnolls have" Ohrmizd shrugs at Omari's comment on magic being involved.
K. arcana: 1d20 + 4 ⇒ (10) + 4 = 14
Spellcraft: 1d20 + 4 ⇒ (18) + 4 = 22
"Haleen always says: when a door closes a window opens" comments Ohrmizd "Before trying to bring the stonewall down, I suggest we have a calm search around to try make sure there are no secret door we overpased"
Ohrmizd casts heightened awareness to make sure the odds are higher "Sarenrae help us find the path!"
Perception+HA: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Basically I am looking for another opportunity at finding the secret door to H15 in the map

Ohrmizd |

"Look here! I think I found something boys!" Ohrmizd says altered by the finding.
The man tries pushing, pulling, forcing it to rotate with all his strength "There is some door here, we just need to find out how it opens"

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"Let me have a look."
Manuun is checking the walls for any hidden switches. When he does not find anything he casts detect Magic to check if it is a magic door.
Perception: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21

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Strength AID Another : 1d20 + 2 ⇒ (12) + 2 = 14

Foxy Quickpaw |

As all together push the fine line widens into a crack and slowly with the noise of stone grinding on stone the piece of moving wall opens a passage into another room unlit room. The noise of many legs is heard clocking on the stone floor.
Manuun: 1d20 + 4 ⇒ (1) + 4 = 5
Ohrmizd: 1d20 + 2 ⇒ (20) + 2 = 22
Heshan: 1d20 + 2 ⇒ (4) + 2 = 6
Roryx: 1d20 + 4 ⇒ (19) + 4 = 23
Omari: 1d20 + 4 ⇒ (20) + 4 = 24
Centipedes: 1d20 + 4 ⇒ (7) + 4 = 11
Omari, Roryx, Ohrmizd <--
Centipedes
Heshan, Manuun

Ohrmizd |

"Let's keep pushing that open!" Ohrmizd pleas while renewing the light on his scimitar and pointing it to the front in order to see better what is moving in the darkness.

Omari the Landless |

I have put us all into place on slide 4
Omari steps back, to give Ohrmizd and Roryx some working room, and draws his bow. He is ready to loose at the first sight of an enemy.
5' step back
move action - draw bow
standard action - Ready an attack to shoot an enemy that reveals itself...
To Hit Omari: 1d20 + 3 + 3 + 1 + 1 ⇒ (11) + 3 + 3 + 1 + 1 = 19
+3 bab +3 dex +1 enhancement(weapon)+ 1 PBS+ Precise shot: No penalty for firing into melee, Deadeye Bowman can ignore 1 person worth of cover
Damage: 1d8 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9
+2 str +1 enhancement(weapon) +1 pbs

Ohrmizd |

Strength: 1d20 + 4 ⇒ (6) + 4 = 10
Ohrmizd pushes but he is unsettled by the noises coming along.
Strength: 1d20 + 4 ⇒ (17) + 4 = 21
"We need to redouble our efforts my friends. Push! Now!" with a new push, the Keleshite forces the secret door to give away and let them keep adventuring "Evil doors, are the worst enemies!"