Brandark, Kelvin and Garrath waits to see if the remaining Shadow emerges from the wall.
Then the incorporeal undead moves out after Stone, Nualia's big Magic blade comes down, followed by Ripnugget's Dogslicer, and Korovus' Flaming Sword. The swirl of blades is followed by again a horrible pained shriek. The last of these ancient Evil beings ceases to exist.
Victory
The sarcophagi don't have traps and are easy to open. Inside all of them are the dust of those buried within.
Perception DC 20:
Barely perceptible on the hard surface of the Sarcophagi, you see claw marks on the inside of four of them. The other two do not have these random marks on the inside lid.
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6
Upon further contemplation and meditation I have come to the conclusion that if we fall back and rest͵ perhaps where we found that frieghtful women. I could ask for the power to heal our drained spirits and bodies.
"Agreed Brandark. I want to get out of this place, but we should let those affected by those creatures regain their strength." Kelvin waits for the others to get ready and then leads the group back to a save resting place that Stone suggested.(E4)
That is a safe resting place. So much so, that at this point in the adventure, I will not even roll for a wandering encounter. Go ahead with your rest period and spells needed to recover. Everyone that took Strength damage will regain one point from the rest. When ready the last area of the level is through the Secret Door @ J16.
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)
Now that I am not large and trying not to step in the fire
perception West:1d20 + 8 ⇒ (18) + 8 = 26 perception East:1d20 + 8 ⇒ (14) + 8 = 22
In bad doggies room What might this be
As Brandark pulls the dusty silver item out.
will update treasure when home from work.
At secret door Well, I guess we take the first right?
KeLvin does not find a trap on the silver coffer. When Brandark opens it, he sees inside that it is filled with the finest white sand. Buried within the sand, he finds a ring.
Stone detects magic on this simple iron band, then perceives it is a magic ring with very small spiky runes on the inside band.
Thassilonian:
"Pretaq H'vene". (Shield up)
Detect Magic plus Spellcraft DC 24:
Ring of Force Shield. CL 9th Price 8,500 gp When activated it produces a Shield like a Wall of Force in the shape of the Sihedron Rune that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
As you likely already know, you can't "take 20" to identify magic items because any failure means you have to wait 24 hours to try again.
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17
Reading the words, Electra quickly weaves a cantrip and tries to identify the ring. spcr:1d20 + 14 ⇒ (16) + 14 = 30
Whisteling she activates the ring and marvels at the creators. "By Nethys smile, a ring of force shield. But a nongeneric one."
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17
Sighing Elektra ponders. "I think it is usefull for everyone. Well maybe not for stone, as it hinders his style of fighting. Its mayor flaw is, you cannot enchant it, to gain higher protection. You and Stone will want a better shield soonish, and to enchant a shield or armor, it is very cheap. In any case, do not sell it, it is a relic of times gone bye."
"Looks like we found something that can provide you some additional protection, Elektra." Kelvin says after she explains what the ring is for.
Once back at the secret door, "straight ahead, or take the corridor to the right?"
Either way, he checks the door (assuming there is one on the straight path) for traps and listens closely to try and hear anything over the sounds of the sea.