We're going to begin this one a little different. Go ahead and post the following information.
Your hit points.
Your inventory, including things worn, anything in bags of holding or similar things and so on.
Your Dexterity score.
HP: 85/85
Inventory:[Armor] +1 Mithral Shirt of Silent Moves, 4,750gp:
[Torso] Rogue's Vest, 29,600gp: +2 Hide and Move Silently and Ref save, +1d6 sneak attack
[Bracers] Bracers of Arcane Freedom, 4,600gp: When you activate these bracers, you omit the somatic component of the next arcane spell you cast before the end of your turn (as if applying the Still Spell feat to it, but without altering the spell's level or casting time). This effect functions two times per day.
[Hands] Gloves of Dexterity +2, 4,000gp: +2 enhancement bonus to Dexterity.
[Boots] Boots of Striding and Springing, 5,500gp: These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Jump checks.
[Head] Headband of Intelligence +2, 4,000gp: +2 enhancement bonus to Intelligence.
[Face] Moonstone Masak, 30,000gp: +5 competence bonus on Listen and Spot checks, as well as Darkvision out to 30 feet.
[Necklace] Necklace of Adaptation, 9,000gp: The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
[Waist] Healing Belt, 1,500gp: 3 charges per day, 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage.
[Ring 1] Ring of Protection +2, 8,000gp: +2 deflection bonus to AC.
[Ring 2] Ring of Sustenance, 2,500gp: This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep.
[Back] Cloak of Resistance +3, 9,000gp: These garments offer magic protection in the form of a +3 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Other:
Handy Haversack (2,000 gp) Contents total: 7,678.4gp
Magic Bedroll (1000 gp, with MIC markup)
Everful Mug x3 (1200 gp, with MIC markup)
Everlasting Rations (700 gp, with MIC markup)
Sunrod x20 (40 gp)
Collapsible Pole x2 (40 gp)
Spyglass (1000 gp)
Masterwork Dagger (302 gp)
Holy Symbol, Silver x2 (50 gp)
Explorer's Outfit x6 (60 gp)
Cleric's Vestment (5 gp)
Periscope, Hand (50 gp)
Flint & Steel, x5 (5 gp)
Hammer (5 sp)
Iron Pot (5 sp)
150-ft Hempen Rope (3 gp)
Waterskin x5 (5 gp)
Spell Component Pouch (5 gp)
Tent (10 gp)
Firewood, 10-day supply (1 sp)
Whetstone x5 (2 sp)
Chalk, x10 (1 sp)
Soap, x2 (5 sp)
Winter Blanket x2 (1 gp)
Shovel (2 gp)
Dex: 21
This post is for Iddy's character only. Other characters will get posts once they post.
> roll 8d4
<Serith> Kotono roll for Serith < 17 > [d4=2,3,1,1,3,2,1,4]
17 damage to you.
> roll 1d100 low bad high good
<Serith> Kotono roll for Serith < 98 > [d100=98]
Your lucky day. You retain the following items, your situation will be explained in the first IC post. Anything not listed here is lost.
[Head] Headband of Intelligence +2, 4,000gp: +2 enhancement bonus to Intelligence.
[Torso] Rogue's Vest, 29,600gp: +2 Hide and Move Silently and Ref save, +1d6 sneak attack
[Waist] Healing Belt, 1,500gp: 3 charges per day, 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage.
Everlasting Rations (700 gp, with MIC markup)
Sunrod x20 (40 gp)
Cleric's Vestment (5 gp)
Iron Pot (5 sp)
Soap, x2 (5 sp)
Winter Blanket x2 (1 gp)
Shovel (2 gp)
These items will appear around you when you're introed, as your handy haversack was lost.
HP: 150+56/150+56 (Note: 56 HP from essentia)Items:
Worn -
Necklace of Magnificence+2, Strongarm Gauntlets, Cloak of Resistance+3 Combat -
Large Adamantine Greathammer+4, Called Ghost Ward Mithral Full Plate+3, Animated Heavy Mithral Shield+3Misc -
Bag of Holding (Type III), Handy Haversack, Silver Holy Symbol, Explorer's Outfit, Spell Component Pouch, Masterwork Dagger, 500 GoldMagic Bedroll, Everful Mug x3, Everlasting Rations, Sunrod, Collapsible Pole x2, Spyglass, Hand Periscope, Flint & Steel, Whetstone, Tent, Soap, Chalk, Waterskin
Explorer's Outfit x5, Cleric's Vestment, Sunrod x19, Silver Holy Symbol (backup), Flint & Steel x4, Whetstone x4, Hammer, Iron Pot, 50-ft Hempen Rope x3, Soap, Chalk x9, Waterskin x4, Firewood (10-day supply), Bedroll, Winter Blanket x2, Shovel
Dex Score 15
This is Merc's post.
> roll 15d4 damage Merc
<Serith> Kotono roll for Serith < 41 > [d4=2,1,3,3,1,4,3,3,4,3,2,2,2,4,4]
41 damage to you.
> roll 1d100 low bad high good
<Serith> Kotono roll for Serith < 14 > [d100=14]
You retain the following items. Ow.
Animated Heavy Mithral Shield+3
Masterwork Dagger
Hammer
Silver Holy Symbol
HP: 101
Dexterity: 16
Weapons
-Staff of Conjuration 50 charges
Armor
-
Head
-Admiral's Bicorne
Face
-
Neck
-Greater Choker of Eloquence
Arms/Hands
-
Rings
-
Back/Shoulders
-
Waist
-
Feet
-
Miscellaneous
-
Belt pouch
-Money
Handy Haversack
-200 ft of silk rope
-Rations, 30 days' worth for 3 people
-Smokesticks 5x
-Crowbar
-Lesser Metamagic Rod of Silent Spell
-Heward's Fortifying Bedroll
> roll 10d4 Yuth
<Serith> Kotono roll for Serith < 26 > [d4=2,3,1,4,4,1,4,3,3,1]
26 damage, Yuth.
> roll 1d100 low bad high good
<Serith> Kotono roll for Serith < 100 > [d100=100]
You retain everything but your 200ft of silk rope. Congratulations, you hit the big one. Another post follows.
I AM INVINCIBLE!
Pain. All of you hurt and ache, your bodies feeling like you spent 10 rounds boxing with a pissed off tarrasque. You're face down on something cold and wet, the scent of old, musty mold filling your noses.
The last thing any of you remember was being pulled, the portal twisting, jerking. Another slaad dungeon run and suddenly the world twisted upside down.
What happened?
With the exception of Pavel, all of you feel much lighter, as if you don't have nearly as much gear as you should.
All of you also hear groans from the others, each of you stirring and awakening.
All of you are strangers to one another, but otherwise go nuts. This is your set up post, so feel free to take your time and establish your characters here.
"...I AM ALIVE!" Pavel shouts from his prone position, thrusting both black fists into the air.
Ariyis cringes from the noise and tries to dip back into the shadows without being noticed, preferring to observe this loud person before dealing with him.
The loud person is actually a small person, about half the size of a human! He has coal black skin and no hair and is currently grinning.
"Oof... what happened?" The dwarven woman mutters as she forces herself to stand, taking a look at her surroundings, eyeing the other two humanoids briefly, before focusing on the rest of the environment.
The two don't look responsible for bringing her here, although the tiefling may merit some extra caution. She's met a few good seeds amongst their kind, and quite a few more bad ones, enough to at least give the stereotype a bit of truth to it.
"Some sort of...baleful teleport spell?" She ponders aloud before her eyes widen as she takes in her state of lightness. "MY HAMMER! My stuff!"
Ooc: spot check or knowledge check to identify her surroundings? And I guess a knowledge check to identify what the heck Pavel is?
Ariyis reacts to the woman's exclamation about belongings and scrambles to collect her fallen items, taking quick stock and lamenting the loss of herack and other belongings.
As she gathers everything, she takes stock of her surroundings, but not turning her back on the others.
The three of you are in a smallish room - dungeon at its finest. Old hay is littered about, as well as moldy stone. The back wall is gone, revealing absolute nothingness behind all of you. A dreadful chill comes from that nothingness, numbing all of you.
There's a door out of the room, a firm and strong dungeon door. It might even be locked, the horror.
A few bits of surviving gear litter the room, but by and large all of you are without anything at all. Except Pavel, who apparently lucked out something fierce.
Pavel is a fey as I recall, so K:N. Correct me if I'm wrong, Yuth.
No K:A.
Ariyis slides around the edges of the room to test the lock, planning to pick it and get some more space from the strangers.
Pavel sits up, "Say, where are the priest and the necromancer? You lot aren't them."
Yes, fey.
Ariyis finds the door is indeed locked. It's a good lock, too.
Ariyis begins working to open the lock. Hopefully the lack of tools won't prove too much of a hindrance.
Using Clever Improvisor skill trick. Disable Devce: [blockquote]Rolled 1d20+23 : 13 + 23, total 36[/blockquote]
"Hopefully they're killing the devil's." Ariyis says quietly.
A few movements and clicks is enough to pop the lock, the door successfully unlocked.
Talk of a necromancer isn't great, but talk of killing devils is. Gwynn takes a moment to briefly introduce herself, "I'm Gwynn, a dwarven adventurer. Either of you know where we're at?"
Then, without waiting much time for a response, she starts searching the room amongst the piles of hay and littered items to see if she can find any more of her gear, taking care to stay as clear as possible from that dreadful 'nothingness' and clearly hoping her stuff isn't there if not in this room.
OOC:
[09:54] <Merc> roll d20+4 K:N Pavel
[09:54] <Serith> Merc roll for Serith < 21 > [d20=17]
Ariyis glances back before pushing the door open slightly, peeking through and listening for anything outside.
"... Ariyis Journey. No, woke up here same as you."
Springing to his feet and reaching his full height of two feet, Pavel says, "Yet another slaad dungeon, probably."
Gywnn is fairly sure that Pavel is some sort of minor fey, but the details escape her.
Searching through the hay reveals three things: An old metal spoon, a single copper coin and a long shard of glass.
Looking out the door, Ariyis can see it's at the end of a hallway. Same as this, old stone, with another door on the opposite side of the hall about 15ft ahead. 10ft past that is a 15ft chasm into the same nothingness as is in your cell. Past that is a dead end with a single door on the left wall.
A simple visual aid is provided.
https://imgur.com/GpIgB4J - In case you can't see the image. I can't for whatever reason, let me know if you all can.
(https://imgur.com/GpIgB4J)
Where in that are we? I'm assuming the top of the image is north, so we're in the south most room?
Correct.
Ariyis slips out, speaking quietly to the others.
"I don't know either of you, and I don't know where we are. This could be a prison or somewhere. If you want to come with me, that's fine, but I'll be watching you until I decide I can trust you."
With that, she tries to stick to the shadows in corners and against walls as best she can to hide herself.
Hide and MS checks, Iddy.
> roll 1d20+21 Move Silently
> roll 1d20+21 Hide
<Serith> Iddy roll for Serith < 35 > [d20=14]
<Serith> Iddy roll for Serith < 37 > [d20=16]
"It's not a prison. It's a dungeon. Controlled by some sort of slaad. I've done this before." Pavel says, not being stealthy in the slightest.
Ariyis makes a disgusted sound but stays hidden, moving down the hallway. If he wishes to be loud and attract attention, he can absorb any fireballs that come his instead of her.
"You've been here before? Will I find my items somewhere in this dungeon? What's the goal to get out? Find some treasure? The exit? Fight some monster?" Gwynn asks the little fey, given his experience with this place, as she steps out into the corridor but hangs back to observe. She's content to let the tiefling, likely a rogue given the talents she's shown so far, handle the trap finding and initial exploration while she gets her bearings.
Nothing happens as Ariyis makes her way down to the first door on the left. It's a stout wooden door, closed shut and perhaps locked.
Not a lot is going on ahead, beyond the whole gaping hole into pure void thing.
Ariyis takes a moment to listen at the door for sounds of movement while the others talk, hoping it's empty before she tests the lock.
Listen: [blockquote]Rolled 1d20+19 : 10 + 19, total 29[/blockquote]
Ariyis hears a faint whistling sound beyond the door, like the winds howling.
Ariyis motions to the others to be quiet and listen at the door, getting ready to test and pick the lock before opening it.
"Ha! I don't know!" Pavel is very boisterous for someone so small as he ambles along after the...rogue? Sneak-thief? Scout? "This is a new tactic, stealing our stuff on the way in! Usually there's treasure, probable death, strange magic, and possibly a trip to the Abyss or something strange in store. It generally gets weird."
Yuth, Ariyis needed a Listen check to hear that. I'll let it slide this time since it's the start of a game, but please remember that in the future.
Ariyis can hear the whistling get louder, a momentary howl, before rapidly growing silent.
oops. I'll strike it.
Ariyis tests the door to see if its locked.
"Probable death you say? You've lost friends here before? How did you make your escape the last time you were here?"
"You finish the dungeon. Find the end. Then you get to go home. Fail, and you die." Pavel says, "Probably. Never failed before. Assuming it's death because...slaad."
The door is indeed locked.
Gwynn nods slowly. "Have you seen this slaad before? Or does it just dump one into his dungeon and is pretty hands off about it? I'm wondering if it will show itself soon, or if it deemed you enough of a...well, guide for his game, perhaps."
ooc: any knowledge check for stories about any slaad and their dungeons?
Ariyis tries to pop the lock!
Using Clever Improviser, Disable Device:
[blockquote]Rolled 1d20+23 : 2 + 23, total 25[/blockquote]
K:P, Merc.
No good, Ariyis can't manage to pop this lock open.
"Hmm.. This is harder... Let me keep working on it..."
Feel free to make another check then, Ariyis, unless another PC interrupts.
[21:53] <Merc> roll d20+16 K:P
[21:53] <Serith> Merc roll for Serith < 30 > [d20=14]
Same dealio. Skill trick and all.
> roll 1d20+23 Disable Device
<Serith> Iddy roll for Serith < 29 > [d20=6]
Gwynn recalls stories of a particular, powerful slaad who abducts or cajoles heroes into strange and deadly dungeons. Those that survive are rewarded handsomely, or so the stories go.
No good. A second try fails just as hard for Ariyis.
"Anyone have a splash of acid or something?"
"Are ya sure ya wanna go in there?"
LIsten checks as you chat.
> roll 1d20+19 Listen
<Serith> Iddy roll for Serith < 27 > [d20=8]
[22:18] <Merc-zzz> roll d20+4 Listen
[22:18] <Serith> Merc-zzz roll for Serith < 15 > [d20=11]
[blockquote]Rolled 1d20+5 : 2 + 5, total 7[/blockquote]
Ariyis hears a faint moaning from the north.
Ariyis waves the others to silence. "Moaning, north." She then shifts and tries to blend in more, hoping to get overlooked by whatever it is.
To be clear, only Ariyis heard the moaning. Merc and Yuth failed the check. Go ahead and react, y'all.
"On the other side of that chasm?" Gwynn asks for clarification. To the fey, she turns and says "We don't have much in the way of options unless we can all fly or jump to the other side, and then we'd have to deal with that moaning, probably some sort of ghouls or zombies. Mind you, I'm a cleric so it shouldn't be too difficult to deal with some undead."
She shows off her holy symbol, a brooch shaped like a silver parchment scroll, clasped near the side of her belt, opposite her masterwork dagger's sheathe. "And thankfully, my holy symbol was not amongst my many lost items. I seriously hope we can find them."
"Yeah, they're probably in the dungeon somewhere. None of you can fly?"
"I have a flight spell prepared, and in a pinch I do have a Greater Teleport as well if we need it, but I'd rather not use it now and need it later," Gwynn clarifies. "From your words, I assume you can also fly though, what about yourself, miss Journey?"
So are y'all doing anything or just talking here?
ooc: just talking right now, waiting to see if Iddy can fly, to make a decision on continuing to lockpick (or maybe bash) nearby door or fly over chasm to moans.
Cool, cool. You're up then, Idward.
Yes, I can cast this 'Fly' spell you speak of.
OOC: demonstrate it then! Or, y'know, tell the inquiring minds or if you think you'd rather keep at the current door. I could always try to bash it open if suggested to
"I can get myself over there, yes. There's something behind this door, but its up to you if we keep trying or move on."
"What's behind the door?"
Ariyis gestures at the door. "It's still fucking closed. Explain how I'm supposed to know. I can keep trying to open it, or we can move on."
Okay people, feel free to take actions to move along anytime. We're pretty much waiting on y'all to make a decision and do something.
Precisely how many door are here? 1? 2? 5?
Just the 1 from the map, I think.
https://imgur.com/GpIgB4J
Click it to enlarge. Two doors on the western side, you came from the small room on the eastern wall.
Gwynn decides to try to just bash the nearby door open that the tiefling's been having bad luck with the locks. "Not a splash of acid, but some brute force may help?" Gwynn says with a small grunt as she attempts her action, swapping out one of her soulmelds, the azure pauldrons floating over her shoulders vanishing as a warhammer appears in her left hand which she attempts to smash into the door after investing essentia into it.
ooc:unshaping pauldrons of health, shaping incarnate weapon, shifting 5 essentia into it from the spellward shirt and crystal helm.
Would this be an attack roll or strength check? I forget how breaking stuff works. Since it's inanimate, I'd probably want to power attack if possible as well.
Attack roll to see if you natural 1 or not. If you don't damage. You can PA and the like normally.
[blockquote]Rolled 1d20+8 : 6 + 8, total 14[/blockquote]
PA-10 on above attack.
[blockquote]Rolled 1d8+18 : 4 + 18, total 22[/blockquote]
A heavy blow resonates, the sound of it loud. The door has a decent chunk of it gone, but is still intact.
Are there any gaps to peek through the other side? If not, I will keep smashing away.
Make another attack roll and damage roll.
[blockquote]Rolled 1d20+8 : 1 + 8, total 9[/blockquote]
PA-10 on attack #2
[blockquote]Rolled 1d8+18 : 5 + 18, total 23[/blockquote]
ooc: Of course, we see the first 1 already. *sigh*
A swing and...woosh! Quinn misses the door entirely, stumbling forward and shoulder checking it. However, the door pops ajar from it, the lock giving way from the abuse.
ooc: Gwynn, not Quinn! I'm not a slider!
Gwynn recovers her balance and opens the door further to get a good view of the inside.
Ariyis peeks in around the edge of the door frame, trying to expose as little of herself as possible while looking in.
Ahead is a broken room. Hunks of the north wall are gone, revealing only void beyond. It is the same on the southern wall. There is a door to the west and a door to the south, both intact.
Lying on the floor here is a human, in a puddle of blood. He wears torn clothes and a sword lies near him.
https://imgur.com/a/Yqjqd4z - Map update.
Gwynn moves towards the body, checking for signs of life remaining. "Friend of either of yours?" she asks.
If there are any life signs, she'll start healing him.
Ariyis shakes her head no, but slips into the room, positioning herself in a corner to cover the other two doors while the Cleric works.
Make a Heal check, Gwynn.
[blockquote]Rolled 1d20+3 : 8 + 3, total 11[/blockquote]
He's alive - barely. Just barely. Without a small miracle or powerful treatment, he's not long for this world.
Gwynn immediately casts Heal on the man!
OOC: Should heal him for 140 HP as an aside
Ariyis subtly moves forward as the spell is chanted and slides the sword away from the man. Wouldn't want him to wake up in a panic and start swinging it...
The man groans and stirs, wounds repairing. He's blonde haired, perhaps 30 and reasonably muscular. Well kept, well built. He sits up, "What...what the hell happened," he asks, rubbing his forehead.
"You'll have to tell us that yourself, I'm afraid," Gwynn responds, giving a thoughtful look towards Ariyis and giving her a nod of thanks for the foresight.
"The three of us found ourselves lost here, summoned by some slaad, or so one of my companions supposes based on past experiences. It was a painful summon for us as well, both involving injuries and loss of items. You may have simply fared worse than us with the injuries on the landing."
"I remember...I was preparing to enter a portal to a maze, one of the slaad's mazes," The man says, "But something shook as I did. Then I woke up here. Name's Danaes, but call me Bull."
"You -wanted- to come to one of these places?" Gwynn asks with a raised eyebrow. "Alone at that?"
Rubbing the back of his neck as he looks over his torn clothing, "The slaad healed my wife," he answers, "In exchange I agreed to run these dungeons of his. My word is my bond, so here I am."
Gwynn nods to that. "A fair reason, indeed. I can't recall agreeing to such deals myself, just awakening in pain...well, here. From the sounds of things, something may have gone wrong in our summons though."
She starts to frown and looks back towards the door they came. "That moan you heard earlier, Miss Journey....I'd honestly just assumed some undead from your mention of them with this being a dungeon, but given Mister Bull here...can you clarify the kind of moaning you heard? Could it have been someone injured?"
Ariyis watches him closely, trying to determine if he's telling the truth or not.
Ariyis spares a glance at Gwynn.
"Don't know. Just barely heard it."
"...Blast it, I'd hoped you'd confirm it was the mournful cries of some zombie or ghoul, or something we could safely ignore for the time being. I can't in good conscience leave someone else to die if it's that...well that, and quite frankly, if things have gone pear shaped for this slaad and by extension us, having more of us can only be a good thing."
Turning towards Bull, she asks, "I don't suppose you have any way of flying, do you?" repeating the question from earlier that was sent to the others.
Make a Sense Motive check, Idward.
> roll 1d20+17 Sense Motive
<Serith> Iddy roll for Serith < 35 > [d20=18]
The Bull seems on the level to you.
Meanwhile, "I don't. Never was born with wings," The Bull slowly gets up now, his clothing damaged but intact. "Damn. Nothing? Not even a sword or potion?"
Ariyis slides the sword back into his reach, cautiously. A spell readied, just in case...
"Ah! Something made it," The sword is taken, checked over. "Good, at least I can defend myself now."
"I'm fairly certain that we'll find missing equipment here once we start exploring in earnest." Pavel pipes in from around the doorframe after it looks like the others didn't die horribly.
"That's my own hope," Gwynn says before heading back out. "That said, I'm going to go check out the source of this moaning and see if there isn't some other injured survivor in need of healing. Do we wish to meet back here, or figure out some way to transport Bull here over the chasm?"
"I'll come with you. It could be zombies. Or devils!"
"I'll come along as I can," Bull offers, "It only makes sense to help each other.
"... Does anyone have rope?"
"Amongst my lost items, I'm afraid," Gwynn responds as she starts to exit back into the passageway, eyeing the distance to see if it looks conceivably jumpable for someone like Bull.
"Funny you should mention it, I'm missing my rope too."
The gap is about 15ft wide.
"... I can cast fly on him, if need be."
Bonus Sunday post: Remember, we're on Saturdays for a post or two. Iddy was away but I think everyone else forgot that.
ooc: Sorry, yeah, forgot! >_>
Gwynn nods to the tiefling. "I was going to ask if he thought he could jump it, but might as well not risk it."
With the tiefling volunteering to cast the magic on Bull, Gwynn casts the flight spell on herself and begins to traverse the chasm. She'll wait for the others to get there, and ideally for Ariyis to check the door for traps and/or opening it, before attempting her 'bash-to-open' maneuver.
Ariyis casts Fly on herself and bull, darting across the chasm as fast as she can and returning to the shadows.
Amazingly, crossing the chasm is without incident and a door is ahead of you now. You could even open it if you wanted to.
Gwynn motions to Ariyis. "Do you want the honor, or should I just bash it open?"
Ariyis moves to test the lock.
The door...isn't locked! Amazing!
Ariyis opens it, taking cover behind the door frame.
Pavel peeks in.
The room ahead is intact. You see racks, an iron maiden, chains hanging from the walls. In this room is a big, leering man, skin a sickly green color and his eyes empty. He has a barbed whip in hand, turning towards you and advancing. At the same time he mutters over and over, "It's wrong, it's all wrong, it's wrong, it's all wrong."
There's also some doors, but not like you have time to look right now because he's coming at you.
Init. Map update, too.
https://imgur.com/a/0eL7cc5
[blockquote]Rolled 1d20+7 : 3 + 7, total 10[/blockquote]
[blockquote]Rolled 1d20+3 : 5 + 3, total 8[/blockquote]
Note that one of my soulmelds grants everyone +2 insight to init. Yuth didn't account for it so add +2 to his roll (unless he already has insight bonus)..
> roll 1d20+4 Init
<Serith> Iddy roll for Serith < 20 > [d20=16]
> roll 1d20+4 bull
> roll 1d20+2 torturer
<Serith> Kotono roll for Serith < 13 > [d20=9]
<Serith> Kotono roll for Serith < 22 > [d20=20]
Init is Torturer (22) > Ariyis (20) > Bull (13) > Pavel (10) > Gwynn (8)
The torturer lurches forward and beats his chest, seeming to grow slightly bigger as...
Ariyis.
Ariyis decides to go with a good and faithful spell for all mages: Magic Missile.
> roll 5#1d4+1
<Serith> Iddy roll for Serith < 2, 3, 5, 5, 2 >
Total: 17
Ariyis casts, missiles peppering the fat man. He lurches back, arms wobbling to keep himself up from the hits as...
Bull will hold since I'm sleepy. If Pavel and Gwynn wanna go before I post in the morning, feel free.
I'll post in the evening. Is there a knowledge check for devotion versus this guy? Doubt it, but figured I'd ask.
K:Local.
Waiting on Pavel and Gwynn, to be clear.
Gwynn shifts essentia back into her helm, taking it from her boots as she positions her shield and warhammer in a defensive manner and taking steps towards him to make herself the first choice of attack from him if he does so, but not taking any offensive actions as of yet.
"Who are you? If the slaad brought you here, we can help you get out of here! You don't need to fight!" she calls out to him, giving him a chance to stand down even with the attacks that Ariyis has pelted him with. She examines him to try and tell anything about this man that could be of any help.
ooc: She sets herself 10ft away from him, then total defense action. Knowledge check for Knowledge devotion if applicable.
[20:58] <Merc> roll d20+1 K:Local (well, her local, not necessarily his local) [Kobot, I don't trust the cat]
[20:58] <Kobot> Merc rolled d20+1 K:Local (well, her local, not necessarily his local) [Kobot, I don't trust the cat] --> [ 1d20=10 ]{11}
Choose a bot and reroll, Merc.
Fixed
Waiting on Pavel, understanding that Yuth has computer issues right now. If he hasn't managed a post by Monday, we'll autobattle Pavel for now.
There will be posting, lemme fix this
Using 3 charges from Staff of Conjuration to summon 1d4+1+1 bearded devils. [blockquote]Rolled 1d4+2 : 2 + 2, total 4[/blockquote]
There is a burst of sulfur and brimstone as a group of bearded devils appear! "Alright you lot!" Pavel shouts at them in Fiendish, "Clean up this mess of a torturer and protect my new friends!"
Bluff, plus whatever bonuses I get from Merc. [blockquote]Rolled 1d20+44 : 19 + 44, total 63[/blockquote]
They can't beat that with their Sense Motive check. Goa head and have your summons attack.
With four simultaneous unholy shrieks of rage, the devils lunge as one at the man, halberds swinging in unison.
Battle frenzy x4
[blockquote]Rolled 1d20+11 : 4 + 11, total 15[/blockquote][blockquote]Rolled 1d20+6 : 1 + 6, total 7[/blockquote]
[blockquote]Rolled 1d20+11 : 5 + 11, total 16[/blockquote][blockquote]Rolled 1d20+6 : 12 + 6, total 18[/blockquote]
[blockquote]Rolled 1d20+11 : 11 + 11, total 22[/blockquote][blockquote]Rolled 1d20+6 : 19 + 6, total 25[/blockquote]
[blockquote]Rolled 1d20+11 : 4 + 11, total 15[/blockquote][blockquote]Rolled 1d20+6 : 1 + 6, total 7[/blockquote]
AC is 14, work from there.
Each one causes an infernal wound. -2 hp/round for each hit. or -10hp/round total.[blockquote]Rolled 1d10+7 : 5 + 7, total 12[/blockquote][blockquote]Rolled 1d10+7 : 5 + 7, total 12[/blockquote][blockquote]Rolled 1d10+7 : 5 + 7, total 12[/blockquote][blockquote]Rolled 1d10+7 : 7 + 7, total 14[/blockquote][blockquote]Rolled 1d10+7 : 6 + 7, total 13[/blockquote]
Whatever it is, he is no match for the blades of barbazu. He is sliced apart, falling beneath those fearsome glaives as...
Free act.
"...I'm not going to see a lot of diplomacy occuring in this dungeon, am I?" Gwynn asks the others, and eyeing those devils with concern, she turns her eyes back towards her companions and uses her ability to detect evil to check her three current companions.
A tiefling alone might not be a worry, she certainly didn't think all were evil, but one AND a summoner of devils? That might be cause for concern for what she's found herself involved in now.
Okay, do either of you two radiate evil?
Nope, but them barbazus do.
I shouldn't, outside of tiefling.
It really should just be the devils (which I'm really not looking at since it's a cone effect), and -possibly- Bull if he's evil?
Neither of them radiate evil, nor does Bull.
Meanwhile, Bull shakes his head and then looks again. He whirls on Pavel, eyes narrowed and blade ready.
Pavel ignores the man and instead points at the devils. "You! Search the room! Bring me any valuables! One of you stays near me as a guard!"
Waiting on a Merc reaction here, just FYI.
"How can you trust devils to do work for you? You're clearly not evil according to my sight, so...why?" Gwynn asks Pavel. While she supposed he could be hiding his alignment, her first impressions of him hadn't been of evil.
"Yeah," Bull says, stepping closer to Gwynn, keeping an eye on the devils all the while.
Make a search check for the devils.
[blockquote]Rolled 1d20 : 11, total 11[/blockquote][blockquote]Rolled 1d20 : 3, total 3[/blockquote][blockquote]Rolled 1d20 : 12, total 12[/blockquote]
"Because I am exceptionally good at what I do!"
Ariyis makes a slight growl in her throat at the devils, moving to keep all of them in her sight at all times.
There's the following free things in the room.
3 iron pokers
1 dagger
A set of chains 15ft long
10 sets of leather restraints
Pavel will definitely take the chains. "Any of you need a weapon? We've got a proper dagger here, as well as three iron pokers that could double as a club or sword in a pinch."
Ariyis replies, "I'll take the dagger..."
Bull shakes his head, "I'm fine," he says, tersely.
Ball is in your court, y'all.
Gwynn doesn't respond to the question, simply moving towards the southernmost door and attempting to open it (or bashing it open otherwise).
Ariyis moves along with Gwynn, taking cover by the door frame on the doorknob side, taking position with the new dagger in hand, ready to ambush anything that might come through.
Panel commands his minions to be ready to attack anything that threatens his companions!
Opening the door, you find it opens up into void. Nothingness, nothing ahead but inky darkness.
"Okay, not that way then."
Moving along the wall to the next closed door, Gwynn moves to open that door.
Ariyis moves to cover the door the same way, preparing to ambush anything that comes through.
A room. An intact room, no less. A library, simple bookshelves heaping over with books of all kinds. There's a door to the north, a door to the east - this door with gouges torn into it - and a door to the south.
https://imgur.com/a/Mx65w9V
Ariyis slips in and checks the room over for anything useful, making sure to pay attention to the books. Never know what spells or arcane theory might come in useful...
Gwynn peruses through the books as well. "Any decent chance the slaad would have explained what's going on via books, you two? Being you've been to these before and both said it's usually a somewhat different experience?"
ooc: 'you two' referring to Bull/Pavel, naturally.
Search check, Ariyis.
"Maybe," Bull asks, as Gwynn takes a book and...
1d100, Gwynn.
[blockquote]Rolled 1d100 : 58, total 58[/blockquote]
The first book you take is titled, 'Taxidermical Concerns' and looks to be a taxidermy guide.
"It's different each time," Bull says, "So maybe." His gaze is on Pavel most of the time, watching him.
Gwynn nods to Bull and looks through the books, checking for anything that could seem to be of interest (Incarnum, Deities, slaads, dungeons, chaos, etc?).
[blockquote]Rolled 1d100 : 16, total 16[/blockquote]
> roll 1d20+23 Search
<Serith> Iddy roll for Serith < 39 > [d20=16]
Gwynn finds a book titled, 'Slaadquarium Notes.' It looks to be about building an aquarium for slaad tadpoles (slaadpoles?) and is completely rambling and insane.
Ariyis looks around. A hah! Behind one particular book is a button, recessed into the wall, waiting to be pushed.
Ariyis does, indeed, push the button. How could she not?
Ack! A hunk of floor right beneath Ariyis vanishes.
Reflex save.
> roll 1d20+13 Ref
<Serith> Iddy roll for Serith < 29 > [d20=16]
Kyaaaah!
With a cry and a lunge, Ariyis dodges the pit fall. Just as well, because a few moments afterwards, void becomes a small cubby, a short ladder leading right down into it. Sitting at the bottom of the cubby is a treasure chest. Like one in a bard's story, all red and golden, decorated richly.
Ariyis looks it over from where she is, checking for more traps.
"Are you okay?!" Gwynn exclaims upon seeing a hole open beneath the tiefling.
Make another Search check.
> roll 1d20+23 Search
<Serith> Iddy roll for Serith < 43 > [d20=20]
"A LIBRAR-whoa! Don't just push strange buttons, boy!" Pavel scolds. "I've seen good men die from overcuriosity in this place!"
Ariyis hisses at him rather audibly.
"I'll do as I please, human. I'm not interested in the opinions of fools who can't tell a woman from a man."
"Unless I've lost track of tiefling biology, I'm pretty sure that's a woman," Gwynn points out to the little Fey. Pausing, she adds, "As am I, by the way. And Bull should be male."
Turning to Ariyis, "And Pavel is no human, he's a fey. SOME kind of fey, anyway. Not very familiar with his race, I admit."
"Whatever. I don't care about however your bits mix and match! We have more important things to worry about! Like this dungeon! It's designed to murder and/ or reward us! The more of us are alive, the more likely we are to all survive." Pavel blithely ignores speculation about his race. "Be more cautious! That's why I use evil things! They're cheap and nobody cares when they die!"
Ariyis ignores the man and goes back to checking for traps so she can loot the chest.
The chest is trapped with a simple spring and needle. It'll send a needle right into your hand when you open it.
Ariyis attempts to disarm it and unlock it!
Disable Device check.
> roll 1d20+23 DD/Clever Improviser
<Serith> Iddy roll for Serith < 36 > [d20=13]
Click! The trap is undone and the chest is unlocked.
Ariyis opens it, looking for treasure!
Inside the chest is a great heap of platinum coins, filling the entire box up. Big, heavy platinum coins, each one surely worth lots and lots of money.
Airyis moves to show the contents to the others, and motions for them to help move it.
Bull whistles, "That's a small fortune...but how are we gonna carry it around here?"
"I used to have a Bag of Holding before I got dumped here, so if we find that, then that'd obviously help. Otherwise, well Bull and I should be able to carry a few, unless those....devils of Pavel's are a long term summon in wich case you could have them carry the chest outright?"
Gwynn looks uncomfortable with the idea of relying on devils for anything, but she still proposes their current options.
Bull glances at them as well, then at the coins, "We can always come back for them, if we find something that can carry them."
Ariyis nods sadly. "Yes, but let's stuff our pockets with what we can. Just in case. Though if we could find some cloth we could make a sack..."
Gwynn shrugs and grabs a few coins, testing to see how many can be carried comfortably via pockets, and then trying the door to the south, wanting to see if she can link back to their starting area without having to go through the gaping chasm of nothingness.
edited bars -> coins
Merc, they're coins, not bars.
I can carry more then!
The south door does not open. It seems to be jammed.
"Locked," she says, mostly towards the tiefling given the talents she's shown, and then goes try the door to her right, on the opposite side from where they'd entered. Hopefully that door opens up, and if not, maybe Ariyis opens up the path south.
A short hallway to the west, with a gap in the southern wall into nothingness. This room is utterly empty, bare and weathered stone with a few patches of moss growing. At the end of the hallway there is a glass orb floating there, undisturbed.
There's a door immediately to the south on entering, as well as a door further to the west, just past the orb.
"There's usually more of a theme," Bull speaks up, "This seems to be completely random."
https://imgur.com/a/3xBHkzm
Ariyis inspects the orb, wary of approaching too close.
"It's a slaad's dungeon, isn't going completely random something that you should have expected after getting themes?" Gwynn asks, then casts Detect Magic to observe the floating glass orb.
Spot, Iddy and Spellcraft, Merc.
[blockquote]Rolled 1d20+11 : 19 + 11, total 30[/blockquote]
Pavel packs as much as he can into his Handy Haversack, which might not be much but it's something. He huffs as he catches up to the group. "I heard that. Bull's right. There's usually a theme, though it might not be evident right away. And no, the devils are short-term summons. No bindings or the like. They'll vanish shortly. Egads, can you imagine having devils around all the time? Bad for everything."
> roll 1d20+19 Spot
<Kobot> Iddy rolled 1d20+19 Spot --> [ 1d20=11 ]{30}
There is magic around the orb. It's can permanently enhance whomever touches it, but deals a random amount of injury to them. This can be from the trivial to enough to obliterate you on the spot.
The orb occasionally flickers within, Ariyis can see, as if tiny dots of light are within it.
"That orb has an enhancing magic cast on it, it'll grant it permanently to whomever touches it but also a random amount of damage, possibly enough to vaporize someone. If you're remotely thinking of trying it, let's make sure you aren't injured in the first place," the dwarf cautions. "I can't tell if it leans towards a particular side of the spectrum fot damage nor how good the enhancement is either."
Ariyis considers the dots of light, wondering if they have something to do with what injuries you might sustain.
Bull considers...and steps forward, "I'll try. All of this is wrong, we need a boost. I need a boost."
ooc: Was he at full health after the Heal spell? And can we tell if there's multiple 'charges' to the orb, or if it's a one-off deal?
"Anyone that wants to try should be at full health in the first place. I also have three Bear's Endurance spells, though I'll note that I think I have enough health to weather through this as well. I'm not quite as bad off as Bull, but an edge may not be a bad thing to have here."
He's in reasonably good health, looks like. Orb has multiple charges.
"I'm fine," Bull says, "But it wouldn't hurt."
"I don't really have any healing spells prepared outside of another Heal, which you don't need. I can convert some simpler spells...or do either of you happen to have a wand of Cure Light Wounds? Might be simpler to use that if that's available by some chance."
Gwynn looks towards Pavel and Ariyis, while trying to figure out what spells might be worth sacrificing to heal the rest of them up if they don't have one.
For my own reference: Gwynn is at 151/192 (counting Vitality Belt effect and loss of Necklace), Ariyis is at 68/85, Pavel is at 75/101, and Bull is at 140/???.
"I can summon things that heal if necessary." Pavel says helpfully.
Ball is in the party's court to act as you like.
So someone take action.
"I personally don't want to get hurt. Feel free to do whatever you want." With that, Ariyis starts check the rest of the room over, in case anything is hidden, like a door or another treasure chest.
"If you don't mind, that'd be appreciated Pavel, have it get everyone back to full health, not just Bull and I, and it can probably help us out again after we trigger the orb as well," Gwynn responds after casting Bear's Endurance on both herself and Bull. "Are you going to test the orb as well, or hold back like Ariyis? I do have one last spell saved of Bear's Endurance."
ooc: Bear's Endurance should give +28 HP to both Bull and myself for 14 minutes.
We're waiting on Yuth here, though he's had some trouble the past few days.
It's been a shitty week. Have a post.
"Sure" Pavel says, summoning an energon. "Ignore the tentacles. It's friendly. And made of positive energy! It's good for you! Time for turning!"
The energon floats in the air, a 2-foot wide ball of pearly light with grayish tentacles coming off of its back. It pulses rhythmically with power, waves of positive energy washing over the entire group.
Each pulse heals 3d6 damage. Or deals that much to undead within 30 ft. He's got 11 turn attempts, so he might as well blow them all. [blockquote]Rolled 3d6 : 3, 2, 6, total 11[/blockquote][blockquote]Rolled 3d6 : 3, 6, 6, total 15[/blockquote][blockquote]Rolled 3d6 : 6, 2, 6, total 14[/blockquote][blockquote]Rolled 3d6 : 3, 1, 1, total 5[/blockquote][blockquote]Rolled 3d6 : 5, 1, 2, total 8[/blockquote][blockquote]Rolled 3d6 : 1, 3, 2, total 6[/blockquote][blockquote]Rolled 3d6 : 2, 1, 4, total 7[/blockquote][blockquote]Rolled 3d6 : 5, 4, 1, total 10[/blockquote][blockquote]Rolled 3d6 : 4, 6, 2, total 12[/blockquote][blockquote]Rolled 3d6 : 4, 1, 4, total 9[/blockquote][blockquote]Rolled 3d6 : 5, 1, 3, total 9[/blockquote]
Healing ripples through everyone, restoring injuries and refilling vitality.
Nice. Ball is in y'all's court still.
Ariyis decides to play it safe and continues to look for hidden things.
Since I don't think it makes a difference who goes first between Bull or Gwynn...don't forget Bear's Endurance on Bull when he goes for it also.
"Thank you," Gwynn says, before deciding to go ahead and touch the orb.
"I'll keep him around. He can do targeted healing as well for the next little bit before he vanishes."
Search, Ariyis.
Roll 1d100, Merc. Higher the better.
[22:23] <Merc> roll d100 Serith be a good kitty
[22:23] <Serith> Merc roll for Serith < 69 > [d100=69]
> roll 1d20+23 Search
<Serith> Iddy roll for Serith < 39 > [d20=16]
Ariyis finds nothing interesting by searching.
> roll 6d10+9 Gwynn
<Rei-chan> Kotono rolled : 6d10+9 Gwynn --> [ 6d10=25 ]{34}
Do you survive this damage, Gwynn?
Yep! HP = 186/220 currently
> roll 1d6
<Serith> Kotono roll for Serith < 2 > [d6=2]
> roll 1d3
<Serith> Kotono roll for Serith < 2 > [d3=2]
Your Dexterity rises by 2.
Guh! The touch makes Gywnn ache all over, but her body feels lighter afterwards.
"...you don't LOOK dead." Pavel says.
"That wasn't as bad as I figured it might be. Feel like one of them frolicking elves, all speedy and graceful. Weird, but neat."
"Good. Need more healing?"
As everyone else dithers, Bull reaches out and...
> roll 1d100
<Serith> Kotono roll for Serith < 57 > [d100=57]
> roll 1d100
<Serith> Kotono roll for Serith < 57 > [d100=57]
> roll 8d10+14
<Serith> Kotono roll for Serith < 57 > [d10=10,3,8,2,5,6,2,7]
> roll 1d6
<Serith> Kotono roll for Serith < 6 > [d6=6]
> roll 1d2
<Serith> Kotono roll for Serith < 2 > [d2=2]
He's sent flying back from the touch, twitching on the ground, but still seems to be breathing.
"It'd be nice, and I think Bull needs it too," Gwynn replies. "Anybody else trying to touch the magic orb?"
Ariyis looks at Bull on the ground.
"No."
"Y-yeah, think you have the right idea," Bull wheezes, groaning.
Okay people, feel free to do something.
Gwynn waits for the healing from the summon to hit her and Bull, and then tries the door behind the orb.
Pavel stares at Bull, "...I think you did it wrong, boy. Heal him up."
The tentacled ball of light lashes out, striking Bull and filling him with positive energy!
[blockquote]Rolled 2d8+5 : 3, 5 + 5, total 13[/blockquote][blockquote]Rolled 2d8+5 : 8, 2 + 5, total 15[/blockquote][blockquote]Rolled 2d8+5 : 8, 7 + 5, total 20[/blockquote][blockquote]Rolled 2d8+5 : 4, 5 + 5, total 14[/blockquote][blockquote]Rolled 2d8+5 : 8, 7 + 5, total 20[/blockquote]
Bull's wounds heal up, getting a groan from him. "Ow."
At the same time, Gwynn finds the door to the west does not open.
Ariyis heads over to the door, inspecting the lock and working to open it!
Disable device.
> roll 1d20+23 DD/Clever Improviser
<Serith> Iddy roll for Serith < 27 > [d20=4]
Click. Huh, that wasn't the lock going OH SHIT LIGHTNING!
Reflex save.
> roll 1d20+13 Ref
<Serith> Iddy roll for Serith < 25 > [d20=12]
> roll 10d6 full ow
<Serith> Kotono roll for Serith < 36 > [d6=5,5,3,1,3,3,6,5,1,4]
Do you survive that?
I've got 85 HP, so yeah.
Ariyis is struck on the chest and knocked back, twitching and smoking. That hurt, to say the least.
Ball is in y'all's court again.
Ariyis clutches her chest and rolls around a bit groaning.
"I hate this place.."
"Yeah," Bull rubs the side of his head, "At least you're still breathing."
Gwynn decides to stick to what's worked with locked doors so far, and bash at the lock. Knowing there was some sort of shocking trap though, she gives a quick examination of the lock to see if there's a way to bash it without hopefully discharging its blast towards herself.
Have ranks in anything relevant to determine that?
Knowledge (Architecture and engineering), I guess! I'll roll that
[blockquote]Rolled 1d20+6 : 7 + 6, total 13[/blockquote]
You can't really tell, unfortunately.
Failed the DC.
"I'm going to bash the door open, it might go a little out of control," Gwynn warns, as she swings at the trapped door with her incarnum weapon. Hopefully she does enough damage to just shatter the trap without it activating.
Attack roll, and assuming no natural one, damage.
[20:54] <Merc> roll d20+8 PA-10 door attack
[20:54] <Serith> Merc roll for Serith < 18 > [d20=10]
[20:54] <Merc> roll d8+18
[20:54] <Serith> Merc roll for Serith < 25 > [d8=7]
What type of weapon is that?
ooc: Incarnum Weapon, shaped like warhammer. So bashing type
So it's made out of pure Incarnum then?
ooc: Correct.
WHAM! The lock and device are dented but not broken. Lightning crackles, but fortunately pure incarnum doesn't conduct electricity.
Gwynn continues to bash at the door lock, thankful it was not as shocking an experience as it could have been.
[21:24] <Ithea> roll d20+8 PA-10 door attack #2
[21:24] <Serith> Ithea roll for Serith < 16 > [d20=8]
[21:24] <Ithea> roll d8+18
[21:24] <Serith> Ithea roll for Serith < 20 > [d8=2]
That does the trick. The lock is good and broken, lightning crackling around it before stilling.
Gwynn kicks open the door and peers inside.
The southern door opens into pure nothingness, pure void.
After a moment, the air begins to be sucked out of the room, pulling at all the party!
Strength check. -2 penalty for Gwynn due to being close, +4 bonus for everyone else since Gwynn is in the way.
> roll 1d20-1+4 Str
<Serith> Iddy roll for Serith < 23 > [d20=20]
Clearly the slaad should have posted a window on the door if they didn't want it unlocked!
[21:55] <Merc> roll d20+3-2 Str Well this is going to go bad
[21:56] <Serith> Merc roll for Serith < 4 > [d20=3]
Gwynn tries to call upon the power of her deity, using her travel domain power to attempt to fight the suction of the void.
Travel Domain, use Freedom of Movement as supernatural ability
[blockquote]Rolled 1d20-1 : 5 - 1, total 4[/blockquote]
> roll 1d20+8 Bull
<Serith> Kotono roll for Serith < 12 > [d20=4]
Gaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah!
Gwynn is sucked in first, but at the last moment activates Freedom of Movement, managing to pivot to the side and grab onto the wall, fingers clinging to a slightly raised stone for dear life.
Ariyis leaps back, grabbing onto the far door deftly, hanging on.
Bull and Pavel are not so lucky, sucked into it and...
Fort you two.
Good luck, Yuthikins!
[blockquote]Rolled 1d20+16 : 19 + 16, total 35[/blockquote]
> roll 1d20+12
<Serith> Kotono roll for Serith < 22 > [d20=10]
> roll 10d4 Pavel only
<Serith> Kotono roll for Serith < 21 > [d4=4,2,2,2,1,3,3,2,1,1]
Guuuuuuh. The void sucks at Pavel, tearing him - but he manages to force back, stumbling back, bloodied but intact. Bull isn't so lucky, screaming as he flies off into the distance, bleeding more and more, before the door leading into the void slams shut, leaving the three of you intact.
"...And he'd just gotten some gift from that orb. Poor lad," Gwynn says with a wince, perhaps a bit callous, but she's seen quite a bit in her years. "I hope wherever that void is, he manages to escape it, either finding us again or his way home."
Left unsaid is how unlikely that is. She's not quite THAT callous.
"...which one of you opened that door?" Pavel asks, distantly.
"I got zapped by it."
"Seems pretty clear that I opened it. Didn't expect that though, all those other openings to that void have lacked that suction power. We may be wanting to move away from it if it's getting stronger," Gwynn notes.
Saying that, she starts going back to the previous room, and moving to open the door to the north.
Ahead on this passage is a chasm to nothingness, 20ft long. No walls save for a few hanging scraps to the right. At the far end, slightly below the level of where you stand now, is a tiny scrap of dirt floor, a door to the north there.
https://imgur.com/a/jfqPhXY
How much time passed since we crossed the first chasm? Wondering if we could still be considered to have Fly spell up (14 minute duration for Gwynn, dunno about the others)
5 minutes.
When you say it's a tiny door, do you mean that literally, or just description? Can the group fit through if we fly towards it?
Gwynn motions towards the door. "Do you all still have your flight spells working? Shoulds we try to make our way there while that vacuum effect isn't present over this chasm? Or just try the door north in the next room over?"
She'll wait on a consensus from the others before making a move.
The door isn't tiny, the scrap of land by it is tiny.
Okay.Going to wait on Iddy/Yuth as per my previous post.
Pavel steps up and pokes Gwynn in the leg sharply, "Be more careful. These places are designed to kill us all in any number of ways. A door is rarely just a door into a normal room."
Not sure about the fly spell. CL 14, so it'd have a 14 minute duration.
"I'm already tired of these doors. But we have to go through them to keep going. We're already here, so we might as well check the one towards the north."
Flying ahead then, y'all?
Gwynn agreed with Ariyis and starts to fly towards the next door, testing if it opens and preparing for any reaction warning against proceeding.
It isn't locked and there's no obvious trapped reaction.
Gwynn opens it!
Ariyis watches warily, recent memory providing ample justification for caution.
"Not again!" Pavel dives for cover as the suicidal maniac completely ignores his warning.
Apologies for the delay.
Ahead lies a hallway of wood, like the hall from any given inn you've ever visited. No doors, just a flat dead end with a runic circle at the end, engraved into the wall.
https://imgur.com/a/8Qq3zzU
"It's safe, little one," Gwynn calls out with a roll of her eyes at the cowering fey. "No way forward though unless there's a hidden passageway or this runic symbol at the end teleports people."
She holds her position to see if either of her companions is overcome by curiosity. If not, she'll plan on flying back across.
Ariyis approaches, inspecting the new space, looking for traps and tricks.
Search check.
Search:
[roll][blockquote]Rolled 1d20+23 : 4 + 23, total 27[/blockquote][/roll]
No tricks or traps that Ariyis can find.
"I think it's clear..."
She doesn't feel the need to mention that she missed the lightning trap, but noticeably doesn't go in first either.
"Then open it carefully. Be ready for anything! These places rarely pull the same trick twice." Pavel says.
Waiting for someone to take action.
Since nobody else is doing it, Gwynn heads closer towards the wall on the other end, examining that runic circle.
Detect Magic
[blockquote]Rolled 1d20+11 : 8 + 11, total 19[/blockquote]
The circle is magical, but Gwynn can't figure out the magic there.
"Runic circle is magic, but I can't tell what kind," she notes for the others. A small frown decorates her face. "Don't think I'm willing to risk it this time and pressing it to find out what it does, so unless one of you feels like it, think we should head back before the flight magic runs out."
She suspects Pavel won't, he's shown himself to be fairly cautious. Ariyis might be a toss-up on that department, but she was pretty cautious with the orb as well.
If the other two chime in saying no-go, we can fly back to the other room and take next available door pointing northward.
Ariyis tries to inspect the magic, hoping to figure out what it is.
Got DM and Spellcraft or anything equivalent, Iddy?
I have both! I am a wizard, after all.
Ariyis casts Detect Magic on herself to help!
> roll 1d20+23 spellcraft
<Serith> Iddy roll for Serith < 31 > [d20=8]
The runic circle will teleport you somewhere else if touched.
"It's a teleport circle."
"How typical is teleportation in these dungeons, Pavel? Safe? Required? It wasn't hidden or something that really -feels- like a trap, but you're the more experienced here," Gwynn asks.
"Random. Sometimes it will teleport you somewhere nearby. Sometimes to somewhere not. Sometimes, it is safe. Sometimes it is not. Would be safest to send a summon."
"I don't have that spell ready."
"Pavel probably has plenty to spare. How far can you maintain a link to your summons? Or is there no distance issues?" She asks curiously.
Pavel shrugs. "They're summons. They do what I tell them to for the duration of the spell. There's nothing special in the spell itself. Here." Pavel summons a lemure.
Taking 10 on Bluff for 55.
The lemure appears as summoned, a loathsome, squirming thing.
"You. Circle. Now. Observe and return. " Pavel points, and thus the lemure goes.
The lemure touches the circle and vanishes.
Several moments pass but no sign of the lemure.
"Well, that's either a dead end literally, your spell broke and there's a free lemure somewhere, or it's a one way portal," Gwynn notes.
"One way, I think. Any summons with long-distance telepathy?"
"Nah, the spell broke and it goes back where it came from. Probably died. Or one way. Uhhhhh, nothing that can use telepathy more than a hundred feet or so. Certainly nothing far." Pavel says.
"Well, we've been here a while and my flight magic's probably about to tun out, so might as well venture into the unknown and see where it takes us. Hopefully it doesn't actually end up killing me!"
Gwynn then takes steps forward and decisively trips the teleportation. Hopefully she has time to take her surroundings and react if it doesn't drop her someplace safe.
Are you two gonna immediately follow?
Sure.
Ariyis darts through. Might as well go with the healer...
Yuth?
On reflection, I'm going to pause this game until Yuth's situation has improved. If he can't manage one post a day reliably, I think it's best if we take some time, let life sort itself a bit.