Hlin points at one of the flying Strix and a sound of a bell again fills the chamber, when this happens the creature falls to the ground and does not move. There is one last Strix circling, Javier focuses his mental powers on it but somehow it resists. It swoops down and attempts to attach on Belkaria again -
Strix :
Attack: 17 Damage: 5
Garth is up!
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A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
Assuming one or more Strix are still at ground level, Garth runs over, drawing his other sword, and strikes at them.
Attack 1: 8 Damage: 11 Attack 2: 14 Damage: 1 (same target, or another if in range and first is dead)
or, if they are no longer at ground level (was there an AOO possible?), then he moves back to his how, drops his sword and picks up the bow, shooting at the most wounded of them:
The Strix was still in the air, flapping around, and unfortunately there was no opportunity to strike it when it was flying away. Garth however strikes true when he shoots an arrow with his bow and kills the last Strix. You breathe a sigh of relief as the last of them falls. Garth you are able to retrieve one of your arrows, but the other broke against the chamber wall. You are walking in black goo, the feces of the Strix that used this chamber as their roosting place.
The chamber goes a little further west and southward around a bend, but ends with a carved out wall, a broken pick on the ground, apparently a dead end with no gold found in that direction. As the last Strix falls, you hear some more of the giggling, closer. As you turn, you can barely make out a roughly 18 inch high gnomish looking creature observing you from the entrance to the chamber. As you turn in response to the laughter, the figure turns and runs down the passageway, blinking out of sight, no longer visible.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
"Lets leave this dead end, lets see where the other passageway leads. If anyone needs healing please tell and I can offer my aid"Hlin stomps out of the cavern trying her best to remove the feces from her boots.
Javier pats Salamis on the shoulder a slight tremble to his voice. “We’ve got this… hang back with me for now, I’m sure there’s a more fights to come my friend.”
he’ll cast presidigitation on himself to clean off the grossness and give a bright smile with a deep breath as he walks behind Hiln, spell book at the ready.
As you leave the chamber filled with Strix bodies, you come back to the junction and see no sign of what has been described by Garth as a cave sprite. Interesting that the food that was left at the junction has disappeared, carried off to who knows where. When you come back to the second four-way intersection, you decide to proceed forward and there is a natural chamber with some evidence of mining activity, but it appears and empty and long since abandoned. You head back and look north, it appears to split as you head north, one section angling left and another section headed to the right, after about 15-20 feet in that direction. It is quiet once again.
Which way would you like to go?
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A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
Salamir gives Javier a smile and nod. “Perhaps you are right, at least until we can sit down and rest for a time”, he says joining Javier towards the back of the party.
“That is a neat trick, my friend”, he adds as there wizard magically cleans himself.
At the splitting of the tunnels, he moves forward to listen at each tunnel.
Belkaria holds her hands to her neck and thanks Garth for taking care of that last one. She lost more blood that she'd like to admit. She checks over at Salamir and sees he is in the same boat as she is. Figuring she wouldn't be able to help anyone if she was unconscious, she quickly casts healing word on herself, hoping to save her last spell slot for Salamir if he needs it.
healing 8
As they follow the strange gnome and head back into the maze of tunnels, she starts getting a bit turned around, Belkaria is not used to being in caves and misses the forest and just being topside. She hangs with the rest of the crew, hoping they know the right way to go. "So, which way we going? We're not going to get lost down here right? Gotta say, this firey skin will look awful with yellow warts."
Salamir as you move forward, you hear nothing coming from either passage. From that location at the split, you can see that it is a little odd, the leftward turn ends in a rock face after about 20 feet, a solid stone wall that is smooth. The rightward turn goes on further, you can't see to the end of that direction, but all appears quiet. Which way would you like to take?
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A wizard is never late, nor is he early, he arrives precisely when he means to.
The northwest passage dead ends in what appears to be a natural stone wall. Garth you notice that there is an odd crack that runs from the floor, up the stone wall and extends overhead, forming an arch. Give me an investigation check, please.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
Garth, you notice a block that will push inward revealing a pocket. Once you push this in, it is evident that this is a door that opens, the edges along the seam you noticed. Air gushes inward upon opening. Looking inside, you notice a room that has been hewed out square, roughly 20 x 20. As you peer forward and light comes to the doorway you see runes on the wall. There is a pedestal in the center of the room with a ceramic urn on it. This room seems undisturbed, there are no prints on the floor.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
Hlin, you are out of your league, there is no way that you can interpret these runes, but you do get a general sense that they could be Druidic in nature.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
Javier you are able to determine that the runes are not magical, but you cannot make out what they say. There are interesting patterns on the wall, but you are just not familiar with it.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
Javier will try to copy as much as he can into his notebook.. "Not magical, but I don't recognize the language... hmmm, maybe someone in town would know? Let's be careful with how we tread in this space." He pushes his glasses up the bridge of his nose as he meticulously scans the room, taking his notes.
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Hlin points at one of the flying Strix and a sound of a bell again fills the chamber, when this happens the creature falls to the ground and does not move. There is one last Strix circling, Javier focuses his mental powers on it but somehow it resists. It swoops down and attempts to attach on Belkaria again -
Strix :
Attack: 17 Damage: 5
Garth is up!
A wizard is never late, nor is he early, he arrives precisely when he means to.
Assuming one or more Strix are still at ground level, Garth runs over, drawing his other sword, and strikes at them.
Attack 1: 8 Damage: 11
Attack 2: 14 Damage: 1 (same target, or another if in range and first is dead)
or, if they are no longer at ground level (was there an AOO possible?), then he moves back to his how, drops his sword and picks up the bow, shooting at the most wounded of them:
Attack 1: 19 Damage: 8
The Strix was still in the air, flapping around, and unfortunately there was no opportunity to strike it when it was flying away. Garth however strikes true when he shoots an arrow with his bow and kills the last Strix. You breathe a sigh of relief as the last of them falls. Garth you are able to retrieve one of your arrows, but the other broke against the chamber wall. You are walking in black goo, the feces of the Strix that used this chamber as their roosting place.
The chamber goes a little further west and southward around a bend, but ends with a carved out wall, a broken pick on the ground, apparently a dead end with no gold found in that direction. As the last Strix falls, you hear some more of the giggling, closer. As you turn, you can barely make out a roughly 18 inch high gnomish looking creature observing you from the entrance to the chamber. As you turn in response to the laughter, the figure turns and runs down the passageway, blinking out of sight, no longer visible.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Salamir stands holding the wound on his neck.
”Well that was unpleasant to say the least. As is the mess in there”, he says looking into the chamber.
He watches the little gnome like creature disappear then shoulders his bow and picks up the lantern, keeping his rapier in hand.
”Not sure I am in the best state to continue, but I don’t want to turn back either”.
"Lets leave this dead end, lets see where the other passageway leads. If anyone needs healing please tell and I can offer my aid" Hlin stomps out of the cavern trying her best to remove the feces from her boots.
Javier pats Salamis on the shoulder a slight tremble to his voice. “We’ve got this… hang back with me for now, I’m sure there’s a more fights to come my friend.”
he’ll cast presidigitation on himself to clean off the grossness and give a bright smile with a deep breath as he walks behind Hiln, spell book at the ready.
As you leave the chamber filled with Strix bodies, you come back to the junction and see no sign of what has been described by Garth as a cave sprite. Interesting that the food that was left at the junction has disappeared, carried off to who knows where. When you come back to the second four-way intersection, you decide to proceed forward and there is a natural chamber with some evidence of mining activity, but it appears and empty and long since abandoned. You head back and look north, it appears to split as you head north, one section angling left and another section headed to the right, after about 15-20 feet in that direction. It is quiet once again.
Which way would you like to go?
A wizard is never late, nor is he early, he arrives precisely when he means to.
Salamir gives Javier a smile and nod. “Perhaps you are right, at least until we can sit down and rest for a time”, he says joining Javier towards the back of the party.
“That is a neat trick, my friend”, he adds as there wizard magically cleans himself.
At the splitting of the tunnels, he moves forward to listen at each tunnel.
Perception: 26
Belkaria holds her hands to her neck and thanks Garth for taking care of that last one. She lost more blood that she'd like to admit. She checks over at Salamir and sees he is in the same boat as she is. Figuring she wouldn't be able to help anyone if she was unconscious, she quickly casts healing word on herself, hoping to save her last spell slot for Salamir if he needs it.
healing 8
As they follow the strange gnome and head back into the maze of tunnels, she starts getting a bit turned around, Belkaria is not used to being in caves and misses the forest and just being topside. She hangs with the rest of the crew, hoping they know the right way to go. "So, which way we going? We're not going to get lost down here right? Gotta say, this firey skin will look awful with yellow warts."
Salamir as you move forward, you hear nothing coming from either passage. From that location at the split, you can see that it is a little odd, the leftward turn ends in a rock face after about 20 feet, a solid stone wall that is smooth. The rightward turn goes on further, you can't see to the end of that direction, but all appears quiet. Which way would you like to take?
A wizard is never late, nor is he early, he arrives precisely when he means to.
Garth once more takes the left branch, keeping ahead of the group and trying to remain hidden.
Stealth: 23
Perception: 10 (passive 13)
The northwest passage dead ends in what appears to be a natural stone wall. Garth you notice that there is an odd crack that runs from the floor, up the stone wall and extends overhead, forming an arch. Give me an investigation check, please.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Garth investigation: 19
Garth, you notice a block that will push inward revealing a pocket. Once you push this in, it is evident that this is a door that opens, the edges along the seam you noticed. Air gushes inward upon opening. Looking inside, you notice a room that has been hewed out square, roughly 20 x 20. As you peer forward and light comes to the doorway you see runes on the wall. There is a pedestal in the center of the room with a ceramic urn on it. This room seems undisturbed, there are no prints on the floor.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Magic. Garth sighs and halts at the entrance, then backs away a little, waiting for those more knowledgeable in such things to offer an opinion.
Hlin will look in and try to decipher the runes.
Arcana Check
3
Hlin, you are out of your league, there is no way that you can interpret these runes, but you do get a general sense that they could be Druidic in nature.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Javier will also try to decipher the runes. Arcana: 18
Javier you are able to determine that the runes are not magical, but you cannot make out what they say. There are interesting patterns on the wall, but you are just not familiar with it.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Javier will try to copy as much as he can into his notebook.. "Not magical, but I don't recognize the language... hmmm, maybe someone in town would know? Let's be careful with how we tread in this space." He pushes his glasses up the bridge of his nose as he meticulously scans the room, taking his notes.