If I had to guess, demon summoning, or something. But I really couldn't tell you. Rebecca let out.
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"Whatever it is, maybe we'll find more clues down here."
She addresses Cori, referring to the remnants of the ooze with a side glance:
"Feel free to join us, if you like. But be aware that there might be more hazards ahead."
Cori nods in your direction. As he scans the room, he looks over to the secret door, now ajar. "Is that where we're headed?" he asks.
"They took some effort to hide that passage," Faye shrugs. "There might be some answers behind."
"Glim, can you open that door some more?"
Glim uses his mage hand to finish opening the door.
The door swings fully open around the central axis. Down the 15-odd foot corridor, you faintly see a cold blue glow illuminating a cluttered space.
Glim takes a closer look at the items cluttering the space.
As you step into the tight passage, you see ahead of you a space cluttered by various large pieces of religious-looking paraphernalia. The blue light comes from braziers scattered about, radiating an intensely hot blue flame. The floor is slick with what appears to be a thin layer of relatively fresh blood.
As you step through the hall, you hear a click under your feet. Make me a Dexterity save as two large panels of spikes swing out of the wall towards you.
Dex save: [roll0]
You manage to skirt out of the way, but still get nicked by a few of the spikes. The spike boards retract into the walls again, and you hear a click as a spring reloads.
Spoiler: DamageTake half rounded down from [roll0].
"Are you ok?"
Faye looks down the corridor, trying to spot the trigger of the spike trap.
Spoiler: Perception check
[roll0]
A well-camouflaged pressure plate is set into the floor. A good hop could bypass it.
"Not the best." Glim groans.
Faye moves down the corridor to join Glim, cautiously avoiding the pressure plate and watching out for further hazards.
She points the plate out to the others as she passes it: "Careful here!"
As she reaches the gnome, she puts forth her hand and lays it down on his shoulder. A comforting warmth spreads from her hand as her blessing grants Glim relief from his agony.
Spoiler: Healing Hands
Faye spends 8 of her 30 healing points to restore 8 hit points to Glim.
Everyone sees the plate and avoids it carefully as they step past into the corridor adjacent to the blue-lit room. Any further preparations or will someone enter?
Becca pipes up.
Do you need healing?
"I'm better now. I don't like this place though." Glim replies, also staying at the back of the group and keeping a subtle eye on Cori.
Faye skeptically observes the room ahead for any hints of further surprises of the unwelcome type.
Spoiler: Perception check
[roll0]
In the blue-lit room ahead, you hear faint sounds of shuffling, as if something is trying to move quietly, but is producing sound by moving in contact with the stone floor.
You look about in the room and see hideous sculptures, altars, and other pieces of blasphemous religious paraphernalia about. Your guess is that something (or multiple somethings) is hiding behind one of the larger objects.
"Come forth and show yourselves!" Faye calls into the blue-lit room.
There's a bit of scuffling, then you hear a stage whisper. "Should we do it?" "No! Wait 'till the boss gets back!"
Faye turns and looks back at her companions, her eyes conveying an unspoken question: What now?
Glim whispers loud enough that the unknown whispering people can hear "Can I burn down the room now?"
The figures are silent. Either they are petrified into silence, or they are lying in wait for something.
"Wait a minute. Let me take a look first."
Asking once more for Sol's protection, Faye steps carefully into the room. She moves slowly and keeps an eye out for any signs of danger as she explores the room, looking behind the larger objects and into any nooks and hidden corners in order to seek out the source of the whispering.
Spoiler: OOC
Once more, Faye renews Sanctuary on herself: Any creature targeting her with an attack or a harmful spell must first make a Wisdom saving throw (DC 12). On a failed save, the creature must choose a new target or lose the attack or spell.
And another Perception check: [roll0]
Despite her eyes straining a bit against the diminished light of the blue flame, Faye looks about in the room. As she steps in front of a large piece of some arcane shrine, she sees a blur of motion as a figure with a raggedy beard and a torn and dirty red robe jumps out, dagger in hand to ambush!
Spoiler: OOC[roll0] Sanctuary save.
[roll1] To hit with dagger.
[roll2] Dagger damage.
You're now in combat. You can currently only see the one cultist.
Faye dodges the attack and, in a single smooth motion, answers it with a quick strike against the attacker. She ends her move in a balanced stance facing her foe, angrily glaring at him.
"Put down that weapon at once, or you will regret it!"
Spoiler: OOC
The attack fails to hit Faye (AC 15).
She, in turn, also attacks:
[roll0] to hit with unarmed attack.
[roll1] unarmed damage.
And she spends a ki point to take the Dodge action as a bonus action (Ki: Patient Defense feat): Until the start of her next turn, any attack roll made against her has disadvantage if she can see the attacker, and she makes Dexterity saving throws with advantage.
The cultist stumbles back, clearly having been hit at some pressure point. He rubs his eyes for a moment, but reassumes an aggressive stance.
Now that you're in the room, you notice that there are two doors, one against either side wall. (Forgot to mention that when you entered.)
Glim sends a bolt of fire at the visible cultist.
SpoilerCasting Fire Bolt
[roll0]
[roll1]
The blot lights a part of his oily robe on fire. He shrieks, trying to put out the flame, hopping madly back and forth.