Giles Trial

Giles' eidolon dodged both the centipede's strikes, clawing at one of them as Giles prepared to heal the eidolon for any damage it might suffer. The fire did not escape his notice, but for the moment it wasn't much of a problem.






These centipedes can't hit worth shit, can they?


Eidolon claw: Roll(1d20)+5: 9,+5 Total:14 Damge: Roll(1d6)+2: 4,+2 Total:6
 
The claws strike true on the centipede A, rending it through. The crunch of the carapace not unlike the cracking of many sticks. 


Centipede B tries to bite the Eidolon as it seems distracted with its own attack. 


The fire continues to burn, producing some amount of smoke, but nothing that would cause alarm. It does not seem to be spreading to the other piles, due to the them not being connected and being slightly damp and mildewy judging from the smell.






Officially I can't answer to that but....


Attack Roll(1d20)+2: 14,+2 Total:16


Damage Roll(1d6)-1: 2,-1 Total:1


Roll fort if hit
 
The eidolon yowled in pain as the centipede managed to land a hit, only for the eidolon to retaliate with an enraged slash at the beast. Giles kept an eye on the fire, ready to take over for his companion should the fire get out of control while the celestial doused the flames with its frost.






Fort save: Roll(1d20)+4: 20,+4 Total:24


Claw: Roll(1d20)+5: 15,+5 Total:20 Damage: Roll(1d6)+2: 4,+2 Total:6
 
The claws rake down on the centipede, crushing through the hard shell. The body flies away into the smoldering remains of the straw fire. The mandibles and a portion of its head remain stuck to your Eidolon. 


The flames have pretty much guttered out, leaving the only light in the room coming from your stick. The glint of other silvery shiny objects peak out from the ashes and remains of smoldering straw. As you shift your light stick around you see similar glints from the other straw piles. 
 
Giles finally walks into the room, seeing that the centipedes were very dead. He very carefully removed the centipede's head from his eidolon's hide, making sure not to hurt his summoned companion. "Pleasant. I'll assume this counts as a trophy. How quaint." He then took stock of the room, poking at the various silver objects in the room, uncovering and inspecting them.
 
While a bit grisly, and still dripping viscous fluids, and damaged the centipede head is not to worse for wear. 


As you inspect the silver objects you find them to be coins. Without digging through the straw you find 9. (Roll perception to search straw piles)


There is the iron door on the wall opposite(south) the door you came in. It appears to be solidly built door and no obvious signs of it being stock or rusted unduly. 


Your eyes gaze around the room, taking in the features, or lack there of. 






Roll perception check. (One for the straw pile and one for the room)
 
Giles pockets the coins, checking the piles once more to make sure he doesn't miss anything. He then checks the room itself, looking for anything that could be useful.






Straw piles: Roll(1d20)+5: 6,+5 Total:11


Room: Roll(1d20)+5: 14,+5 Total:19
 
Through your curious diligence of checking the other piles you find 71 other silver coins. Satisfied at the increase in your funds and how far they will go to sustain spell competents, you turn your attention to the room. 


After a few minutes of walking the parameter of the room, dragging your fingers over the stonework and prodding suspect blocks you find one that seems a bit off the others. Looking closer you note a barely notable outline of a door that is one stride(5 ft) to the east of the iron door. You conclude that odd block must be the latch for this secret door. 




Gain: 80sp total
 
Giles, after collecting the coins and noting the odd block and secret door, takes a moment to think. Then, he simply pushes on the odd block, trying the simplest solution first.
 
With very little resistance the brick pushes in. There is a faint click and the secret door slides down, with only minimal hints of stone on stone grinding. 


Once fully open your light reveals a passage of similar construction to the rest. It is about a stride(5 ft) east to west and extends south past the edge of your light, but you see what looks like an opening on the left(east) at the shadowy edge of your light stick. 
 
Last edited by a moderator:
Giles looks down the passage, scratching his chin. "Hm. Interesting..." Without much more consideration, he starts walking into the passage, checking to see if there is actually an opening on the left.
 
Last edited by a moderator:
As you walk down the stone block passage, your light reveals there is indeed an opening on the left. And emerging from the darkness you just beyond that opening, the passage turns to the right(west). 


The opening to the left extends to the edges of your light, and what could be another opening on the right(South) of that passage. 


The turn to the right, if you walk down to look, continues west until it seems to turn to the right(north). 


Nothing unusual stands out in either new passage. All of the stone work is the same, the curved roofs and block walls show no signs of decay or mold or moss. 
 
Giles first, updates his map to make sure he doesn't get lost when navigating back. After completing that task, he looks at the two options presented before him, and decides to go down the passage on the left, seeing where it leads.
 
Striding down the passage, your light showing you the way to what is in fact a turn to the right(South).


That you quickly find to be a dead end. 
 
Giles simply shrugs as he marks the passage as a dead end on his map, backtracks, then goes down the other passage, checking to see if there are any other dead ends he needs to deal with.
 
You backtrack and make your way west. 


Your light bringing into view a turn to the right(north), as you carefully peek around the corner you notice a wooden door three strides(15ft) from the corner you now stand behind. It seems to match the shape and style of all the other wooden doors. You see nothing else in the stone passage. 
 
Once again, Giles casts Mage Hand and tries to open the door with it. Should nothing happen like the last time, he'll check the door for traps before deciding if it's worth opening.







Perception: Roll(1d20)+5: 12,+5 Total:17
 
The spectral hand grasps the pull ring and begins to pull on the door. The wooden door shifts slightly, but does not open. It would seem the door is too heavy for your arcane projection to move. But nothing happens. 


Taking this as a good sign, you cautiously approach the door, checking for telltale signs of traps. You see none.
 
Having checked the door as thoroughly as he could, Giles felt confident enough to open the door cautiously, letting the light from his stick spill into the area beyond.
 
Your light fills the room, you quickly see the curved roof, walls, and floors matches the rest of complex. It looks to be about three strides(15 ft) to the right and left(North and South) and about six strides(30 ft) forward(west). 


In the center of the room stands a stone statue depicting a woman, head bowed and hands held out. On those hands rests a smaller statue, this one shiny gold, and on the floorin front of that statue you see a pile of scattered sticks.


In the far left corner (south west) there is a pen, or a stall of some sort. 


As your eyes sweep back around the room, you catch sight of the shiny black carapace of two monstrous scorpions. They are about two strides(10 ft) in and a stride(5 ft) to your left and right.
 
At spotting the scorpions, Giles grabs another bottle of Alchemist's fire and throws it at the closest scorpion, quickly closing the door afterwards, with him backing up behind his eidolon, which is currently 3 strides from the door.

[ Alchemist's fire roll: Roll(1d20)+5: 13,+5 Total:18 Damage: Roll(1d6)+0: 6,+0 Total:6 ]
 
Your alchemical fire sails through the air impacting the caprice of the scorpion on the right. As you close the door you hear the rapid clacking of its legs on the stone floor as the creature writhes and flails about.

After a few moments the clicking dies away and the silence returns to he passage. You can start to smell the acrid smell of burnt insect along with light smoke.
 
Noting that the sound of panicked insect had stopped for the moment, Giles motioned for his eidolon to open the door. The eidolon looked indignantly at him, glaring, telling him that he should open the door himself. Giles, not wanting to get mauled, complies and the eidolon takes point, using frost breath to try and ice the nearest hostile entity.


Attack: Roll(1d20)+5: 5,+5 Total:10
Damage: Roll(1d3)+0: 3,+0 Total:3
 
As you open the door and your summoned companion steps into the opening, spewing its icy breath at the last known location of the monstrous scorpion. From your spot in the rear you see the scorpion rush forward and the sharp double clack of its pincers snapping at the eidolon, with the tail snapping forward to try and stab it.

Currently the eidolon is just inside the room and the scorpion is just in front of it.

------------------------
Attack claws (x2): Roll(1d20)+1: 6+1 Total:7 / Roll(1d20)+1: 12+1 Total:13
Attack Tail: Roll(1d20)-4: 20-4 Total:16 (Roll to confirm Nat20 = Roll(1d20)-4: 18-4 Total:14)
Damage claws: Roll(1d3)-1: 1-1 Total:1 /Roll(1d3)-1: 3-1 Total: 2
Damage Tail: Roll(1d3)-1: 3-1 x 2 crit Total: 4 (If hit Roll Fort Save vs Poison)
 
Giles' eidolon deftly avoided both of the claws, however, the tail managed to find its mark as the eidolon yelped in pain. In retaliation, it tried to slash with its claws, intent on killing the scorpion.


Fort save: Roll(1d20)+4: 1,+4 Total:5 (Nat 1)
Attack roll: Roll(1d20)+5: 17,+5 Total:22
Claw damage: Roll(1d6)+2: 3,+2 Total:5
 

Users who are viewing this thread

Back
Top