Crypt of Osorin, part 3

From Tenebrae
Jump to navigation Jump to search

Log Info

  • Title: Crypt of Osorin, part something
  • Emitter: Culix
  • Characters: Glasha, Aimarra, Smuldur, Paenitia
  • Place: Crypt of Osorin
  • Time: Monday, March 22, 2021, 3:03 PM
  • Summary: The battle continues! Paenitia and Smuldur acting as the front line, while Aimarra and Glasha fire missiles into the melee. Paenitia tells Ramirez, her heavily wounded hippogryph mount, to stand behind her while she is surrounded and takes on all the skeletons. Almost all, Smuldur battles one with Torchie. Blows are traded back and forth, with none landing, until finally a streak of strikes occurs, Ramirez, Paenitia and Smuldur smash their opponents, who have been weakend by those at range. Time is taken to bandage wounds, the hippogryph's mainly, while the room is explored. Finally Smuldur can tolerate an un-pulled lever no longer, and pulls it! Dusty doors swing wide, revealing several more passages. The party advances, traps are found, somewhat disabled by setting them off repeatedly, and then they discover a new room, with jars, and a nearby pool of quicksilver. They pause to contemplate their next moves.

When last we were with our heroes, it was mid combat with half the skeletons down but Smuldur and Ramirez both having sustained injuries. The skeletons have just thrown the last of their javelins, and have moved up to partially surround Paenitia/Ramirez and Smuldur.

GAME: Smuldur rolls melee+2+1: (18)+6+2+1: 27
GAME: Smuldur rolls 1d3+strength+2+1 fire: (3)+2+2+1 fire: 8

While the stone guardians may have test Torchie's talents, the undead horde is no match for its POWER! Now bleeding (more) from a very large slice, he and the Enburninating, Illuminating One conquer another skeleton with THE POWER OF FRIENDSHIP! And bonking. And burninating.

<OOC> Paenitia says, "I'd like to get off Ramirez in his bottom right square. 
                           I want him to to take a 5' step back and full round fight defensively"
<OOC> Paenitia says, "so he's behind me and should get to AOO anything moving to my sides or past, if they go more than 5'"
GAME: Paenitia rolls weapon7: (2)+5: 7

"Ramirez! I dismount! Guard." Paenitia calls to her mount. The peacock hippogryph extends a wing and the little Lucht slides along it to land on her feet, read. He then shuffles backwards to stand behind the Red Knight. It's not really possible for something of his size to hide behind her, but she still enthusiastically blocks the way.

For her trusty steed is bleeding, and she will not risk him taking another hit.

"Huzzah!" The little Lucht swings at one of the skeletons surrounding her, warhammer going wild. She laughs wildly behind her ever smiling mask. "More bones for the Mad Dogs! Yes. Come to me!"

<OOC> Aimarra says, "Target skelly at 13,18"
GAME: Aimarra rolls 1d20+8+1: (4)+8+1: 13

These things were not meant to be hit by arrows. As skilled an archer as Aimarra is, yet another arrow goes sailing cleanly between two skeleton ribs to clatter to the floor harmlessly behind the fight. "Fight!"

<OOC> Glasha says, "Okay, I'm going to move six squares south and use my Cloak of the Hedge Wizard to magic missile the skelly at 13,18."
GAME: Glasha rolls 1d4+1: (1)+1: 2

Glasha says, "With a weapon like some kind of neanderthal?"

Watching the battle from afar is fine, but Glasha seems to choose expediency over safety as she walks calmly down the hallway and barely into the room. The embroidered stars on her outfit flash as she points at one of the skeletons. The light flows toward her finger in the blink of an eye and fires in a sparkling projectile that just manages to maybe put a hairline fracture in some of those reanimated bones. Glasha grumbles at the definitely amazing spending decisions she's made upgrading this cloak.

<OOC> Culix says, "Alright, One sekeleton will 5' step up, and 4 scimitar attacks against Paenitia- 2 have flanking."
GAME: Culix rolls 2+2: (17)+2+2: 21
GAME: Culix rolls 2+2: (10)+2+2: 14
GAME: Culix rolls 2: (12)+2: 14
GAME: Culix rolls 2: (4)+2: 6
<OOC> Culix says, "And one scimitar attack against Smuldur."
GAME: Culix rolls 2: (6)+2: 8

The horde of clattering bones move up to occupy the space vacated by the giant bird, pressing in around Paenitia- swinging their wickedly curved blades at her from every direction. But despite being surrounded and outnumbered- and certainly at a height disadvantage- the little red knight holds her own and between deft and dextrous footwork and sturdy armor is able to avoid any harm from the flurry of attacks.

Smuldur, likewise, is able to lean out of the way of a scimitar that slashes for his throat- the skeleton in question stepping over the fallen bones of its fallen comrade to press the attack, tongless jaw clattering and the cold fire in its empty eye sockets glowing.

GAME: Smuldur rolls melee+2+1: (4)+6+2+1: 13

"Hah! Throat down here, biggun boney!" Smuldur calls as he swings and ... well, if the skeleton had flesh, they would probably be very uncomfortable and possibly smoldering unmentionables. As it is, the gobber/Torchie's jab goes right between its femurs.

<OOC> Culix says, "You're up, Paenitia. Ramirez can fight defensively at -4, if you like, against 2 of the skeletons."
<OOC> Paenitia says, "I'll swing at the -2 to my right in 13,18"
<OOC> Culix says, "Alright, and ramirez is going for the -4?"
<OOC> Paenitia says, "beak, claw, claw on 11,18, yes"
GAME: Paenitia rolls 1d20+4-4: (10)+4+-4: 10 (Ramirez Beak)
GAME: Paenitia rolls 1d20+4-4: (7)+4+-4: 7 (Ramirez Claw)
GAME: Paenitia rolls 1d20+4-4: (14)+4+-4: 14 (Ramirez Claw)
GAME: Paenitia rolls weapon7: (8)+5: 13

"Your missiles! They do nothing! They need a personal touch." Paenitia laughs, swinging wildly. Her eyes are wide and maniacal behind her mask, her expression still thankfully hidden, although the Smiling Man is always smiling. It would be intimidating if those old bones could feel anything. Raising shield, ducking, swinging at hip bones, the Red Knight does her best.

Which misses.

'RuaaAHH!' Ramirez squawks, snapping and slashing at the one to his mistress' side. Alas, he does not find purchase either.

GAME: Aimarra rolls 1d20+8+1: (18)+8+1: 27
GAME: Aimarra rolls 1d6+3: (3)+3: 6

Aimarra shakes her head in annoyance and pulls another arrow. It, too, flies like the others before it, but this one finds its mark, lodging itself between two of the discs in the spine and quivering there like some mad decoration.

<OOC> Glasha says, "Acid splash using Cloak of the Hedge Wizard at 13,18. Roll will be vs touch."
GAME: Glasha rolls ranged: (1)+3: 4 (EPIC FAIL)

Glasha's cloak flashes again as she stretches out her hand like she's holding a mystical orb. Her hand fills with a caustic, bubbling, yellow-green fluid as the magic flows from her embroidered stars. As she's winding up to pitch it, something in Luna fires. Such is the problem with playing catch with one's familiar. Luna launches herself, ready to catch whatever Glasha throws. This, of course, is not desirable, and the ball of acid is launched backwards out of Glasha's hand. It falls to the floor and sizzles.

"Get back here," she commands quickly. Luna swoops around and lands back on the head of Glasha's axe-staff. "You're going to get yourself hurt if you're not careful. This is not a game."

"Please," Luna retorts in a pale immitation of Glasha's voice. "Everything is a game if enough shinies are involved."

<OOC> Culix says, "Skeletons aorund Paenitia take some 5' steps, they now all have flanking."
<OOC> Culix says, "4 scimitar attacks against Paenitia."
GAME: Culix rolls 2+2: (15)+2+2: 19
GAME: Culix rolls 2+2: (6)+2+2: 10
GAME: Culix rolls 2+2: (17)+2+2: 21
GAME: Culix rolls 2+2: (5)+2+2: 9
GAME: Culix rolls 2: (1)+2: 3 (EPIC FAIL)

The horde of skeletons continue to inch forwards little by little as they swing their scimitars, steel ringing against steel- though they bite into the edge of Paenitia's shield or slide against the plates of her armor on occasion, sending sparks to flash in the dim torch light, none of them manage to find flesh and cause harm.

Likewise, Smuldur is too deft no that he's no longer outnumbered by the Skeletons, and he's able to dip and dodge and duck the frantinc swinging of his bony adversary.

GAME: Smuldur rolls melee+2+1: (15)+6+2+1: 24
GAME: Smuldur rolls 1d3+strength+2+1 fire: (1)+2+2+1 fire: 6

Smuldur could threaten to bite its legs off (which would work better than bleeding on it), but that wold deny Sir Torchinus all due glory. "Rrragh!" The gobber makes the battle cry whilst the torch shatters bone.

<OOC> Paenitia says, "Ramirez tries again, full defensive fighting, full attack on 11,18."
<OOC> Paenitia says, "Pae will try for 13,17 to get the flanking"
GAME: Paenitia rolls 1d20+4-4: (18)+4+-4: 18
GAME: Paenitia rolls 1d20+4-4: (16)+4+-4: 16
GAME: Paenitia rolls 1d20+4-4: (13)+4+-4: 13
GAME: Paenitia rolls 1d6+3: (5)+3: 8
GAME: Paenitia rolls weapon7+2: (15)+5+2: 22
GAME: Paenitia rolls damage7: aliased to 1d6+1: (2)+1: 3

The Red Knight seems to be in her element. Surrounded, blades flashing everywhere, glancing off the rim of her armoured hat, sparks flying. She dodges and sidesteps, laughing loudly.

'RUAAAAHH!' Ramirez bellows, a one horse-power fighting bird, he hangs back as his mistress commands but still strikes for her. Head turned, eyes glittering, one skeleton is reflected across the blood red surface. He strikes! Cleaving it clean in half. His flailing claws scatter the bones across the floor.

"Ole! Good strike my love!" Paenitia shouts happily, reaching and swinging. Her warhammer crashes through the knees of the foe betwixt her and Smuldur, then she powders the skull, "Another falls before us!"

GAME: Aimarra rolls 1d20+8+1: (9)+8+1: 18
GAME: Aimarra rolls 1d6+3: (2)+3: 5
<OOC> Culix says, "But it glances."
<OOC> Aimarra says, "Yes, I may as well move to 13,16"

Fresh off her success, Aimarra regains a measure of confidence and looses another arrow. This time, though, the target is on point, but it merely skitters off bone and flies harmlessly into another corner of the room, to clatter against the wall. "Damn," the half-sil swears, running up to even herself with the gobber without bothering to nock another arrow.

<OOC> Glasha says, "I think same as last time."
GAME: Glasha rolls ranged: (5)+3: 8

Glasha, clearly disturbed at the thought she might hit her precious Luna, tries again, only this time, the bubbling ball of acid goes long, splashing and sizzling too far...still, she's not hurt a team mate, so that's nice.

GAME: Culix rolls 2+2: (3)+2+2: 7
GAME: Culix rolls 2+2: (6)+2+2: 10

The skeletons might be determined, but without any grey matter they are not particularly bright. They wade over the growing pile of splintered bones around Paenitia, swinging wildly and failing again and again to find purchase with their blades- heedless to being ankle deep in the remains of their comrades, the flames in their eyes seem to only burn brighter still as their numbers are thinned.

<OOC> Paenitia says, "Ramirez, full defense, full attack on 11,18. I'll take 13,18"
GAME: Paenitia rolls 1d20+4-4: (17)+4+-4: 17 (Ramirez Beak)
GAME: Paenitia rolls 1d20+4-4: (10)+4+-4: 10 (Ramirez Claw)
GAME: Paenitia rolls 1d20+4-4: (18)+4+-4: 18 (Ramirez Claw)
GAME: Paenitia rolls weapon7: (16)+5: 21
GAME: Paenitia rolls 1d4+3: (1)+3: 4
GAME: Paenitia rolls damage7: aliased to 1d6+1: (6)+1: 7
<OOC> Culix says, "Ah, I have it on the SRD. It's B+S"
<OOC> Culix says, "Both are smashed."

Both are bloodied, covered in crimson, the peacock-andalusian bleeding through his ivory feathers, matching the eye-spots on his tail. His mistress, in her red armour, injured, but not nearly as severly.

Both are gripped in hot passion, eyes wide, striking eagerly.

Ramirez snaps! Slashes! It missed, but his last claw catches the skeleton and crushes it.

In the same moment, Paenita steps with a strong back-swing strike, catching low under the ribs and smashes the skeleton into flying fragments that vanish in the gloom.

"Ole! We prevail! Ah haha haa! Do not come against us you meatless abominations. There is not enough fight to you!"

And so the group are left standing in the torchlight, breathless and a bloodied, perhaps, but victorious as the sounds of battle end and the grave dust and bone fragments gradually settle out of the air on the flagstone floor. In an instant, the chattering and clashing of steel is replaced with naught but the sounds of breathing and the distant indistinct echoes that come from deeper within the crypt. Now that the threat is dispatched, they are free to examine the room in more detail- or perhaps treat their wounds.

The reported treasure does not seem to be in this particular chamber, though, aside from a handful of paltry trinkets which the guards found themselves buried with. A silver ring here, a battered torc there. The door, leading deeper, remains sealed shut- the lever on the wall next to it waiting to be activated for the first time in centuries.

Although Aimarra is left limping, thanks to a javelin in her thigh, she takes only the time needed to remove the offending weapon, dash it to the ground, and stanch the bleeding with crude bandages fashioned of strips of a spare shirt. That done, she limps around the room, retrieving her various arrows, and ending near the lever, taking the time to study it curiously without touching it.

"Ha!" Smuldur laughs/hails their victory, raising his torch high. This also helps him spread the light to look around for shiny things. In this case, levels count as shiny things. "Pull lever now..." His tone isn't quite clear, but it might be somewhat a question?

The lever itself is some dark metal, and looks to have been leafed in gold at one time- but much of it has since flaked away and joined the fine dust that seems to coat everything in this place, leaving only a few glimmering flecks on what was once surely a rather garish contraption. The shaft of it disappears into a slod carved in the wall, the mechanisms hidden from sight.

The door has something written on it, in an older dialect.

Paenitia is one of those breathing heavily. Her excited panting gradually dies down as the aftermath of battle calms her down. She turns, moving towards her steed, brushing at his crimson feathers.

Feathers that weren't crimson moments before, and leave her gauntlets red and sticky.

"Ramirez, he bleeds." Paenitia says, making a clicking noise at him and retrieving her healer's kit, "I can tend, but it will take time. The lever can wait, or we must rush? The room, examine her careful while I do this?"

There doesn't appear to be any immediate danger. The guardians behind are still dormant. The door looks sturdy enough, nothing is likely to break through from the other side. Of course, No idea if it can be opened from the other side.

"It can wait," Aimarra calls absently, sounding unconcerned. "I will search. There is writing here, and I'm hardly an expert on old languages. Perhaps our wizard friend can help?" She turns, looking around the room for Glasha. "In the meantime, I'll search the room."

GAME: Paenitia takes ten on heal: (10)+8+3+2: 23
GAME: Paenitia used a Healer's Kit.
GAME: Paenitia used a Healer's Kit.
GAME: Culix damaged Ramirez companion for -3 points. 11 HP remaining.
      1 nonlethal damage healed. 0 nonlethal total.

The Red Knight sets down her healer's kit and starts to work, taking out gauze first to mop away the blood, part the feathers and look at her hippogryph's wounds. Ramirez makes quite whickering noises, sounding very horse-like in the moment. Some are deep they will need stitching. She whispers, "Be strong my friend. The little stabs are coming."

Her Ivory steed stands firm as she stitches the worst, bandages the rest, adding pads and a strange powder to help the clotting. Ramirez looks strange with the wrappings squeezing his feathers flat, interrupting his lines. They slowly start to stain, more blood leaking through.

Paenitia brushes along his neck, the unwounded sections, "You fight bravely. You are out of the fight today, dear Ramirez. I will take it all, you watch my back."

While Paenitia works, Aimarra is as good as her word, patiently walking every inch of the room, inspecting every crack, every crevice, every stone. "This place used to be maintained," she says finally. "There isn't as much dust for how old it is. It's so old the earth itself has moved in that time." She points to where the stones themselves show fine cracks. Pretty cool. I'm not finding much of value, though. I bet most of it's on the other side of the door.

"No new rumours come to me as I bandage Ramirez." Paenitia says, a seemingly odd statement to be making. Perhaps a few of her word choices could be better, "This holds treasure, Osorin is a little man of history. Not well liked."

The Dark Lucht glances around, "Perhaps this is to keep him in, as much as others out."

Smuldur doesn't appear to have healing gifts. Or belongings. All of his jingling vials are flammable. As others search the room or tend to injuries, he watches the lever. He doesn't trust it, afterall.

Contrary to popular belief, even gobber patience has its limits. "Ah!" Smuldur suddenly darts forward to pounce at the lever and cling to, tug on, and/or pull on it.

As the goblin hops up and grabs ahold of the lever, it doesn't budge at first. Stiff with ages of neglect, but then it suddenly lurches downwards, shaking off the dust and grim accumulated on it. Nothing happens for a few long moments, and then a slow grinding sound reveberates through the flagstones. The seam at the center of the door cascades with dust, and small fragments of stone break off from the monolithic construction. And they begin to slide, ever so slowly into the wall either side- in stops and starts at first, until the ancient mechanisms wake up and they begin to move more steadily- if not smoothly- revealing eventually that this crypt is rather more extensive than it at first appeared.

Beyond the doorway is a hall- it leads on for some ten feet or so before reaching a roughly circular area, from which it seems as though the path diverges in each of the cardinal directions.

Paenitia looks up as she hears the grinding of stone. She swiftly packs away her remaining healer's supplies, retores the kit to its place on Ramirez's saddle. She wipes her guantlets off on a leftover rag, then puts them on. She takes up her shield, shrugs it into place, and her warhammer.

The Red Knight advances towards the open door, her bloody peacock-andalusian following. She halts, puts a hand to his neck again, "Wait, dear Ramirez. Do not block their eyes with your tail feathers. I will go see."

She moves up opposite of Smulder is, looks around for traps, then advances while Ramirez waits at the passage mouth.

"It moved!" Whether Smuldur's statement is to cause or effect, he doesn't clarify. Perhaps both. He releases the lever so that he can peer around the edge of the doorway into the hall beyond.

"Wait-" To no avail. Sighing gustily, Aimarra quickly gathers her own self together, and starts down the hall with the others, sliding in past Ramirez without apology if he'll let her.

GAME: Aimarra rolls perception: (7)+12: 19
GAME: Paenitia rolls perception: (8)+4: 12
GAME: Smuldur rolls perception: (16)+9: 25

As Paenitia advances, she sees that to the west, the hall opens up into what appears to be some sort of alchemical laberitory- ancient equipment sits on shelves, strange concoctions in stoppered phials- some lurid green, others reflective as quicksilver. She also spots a glimpse of a section of hallway that seems to have collapsed in on itself. To the south, a hallway extends for some way before it too turns towards the west- though a narrow passageway splits off from it. To the east, another hallway, this one turning south at its extent- although, it seems as though the earth has moved even more here. Some of the flagstones are broken and split, creating a rift wide enough for a human to pass through which seems to stretch out both north and south, and bisect the hallway.

"It is safe to advance." Paenitia says, she didn't discover any traps, either through sight or her more likely method of walking into one. Her mask does limit vision sometimes. She peers down the various passages, the alchemical bottles perk her curiosity the most. The passages are also wide enough for Ramirez, for the most part.

"Ramirez, advance to me. Cover back." Her great bird-horse does so, moving up on Aimarra and encouraging the elf forwards as he comes to reuinite with his mistress.

"I think, we go see if those hold his organs?" The Dark Lucht points to the west.

Aimarra is more than amenable to being gently moved - after all, it's a far superior alternative to getting goosed by a hippogriff, and she wants to see what's down here anyway. Once inside, she peers around cautiously, but doesn't seem to see anything of import either. The west certainly looks most enticing! look at all the vials! Maybe there's even an artifice cannon that Smuldur can fire himself from, and relive the joys of days past!

He starts to skitter westward-ho then suddenly stops. Torchie points at the northern wall. And some teeny holes or tubes there. "Pointy things! Beware!"

Paenitia halts, she carefully examines the walls and the area pointed out by Smuldur. "I see. Ramirez, Stay! Do not come. These will hit you."

The little Lucht glances at the others, "What sets it off? Are we too heavy too? If there is not the skilled tinkerer to disable them, then the only way throught the traps is through."

A moment before she steps infront of them, Smuldur speaks his warning- and with him pointing them out, Paenitia and Aimarra can see as well- the northern wall has a host of tiny holes, no wider than a finger- the ends of metal tubes recessed into the wall. A few moments more observation reveals a pressure plate that spans the hall, carefully concealed amongst the flagstones.

<OOC> Culix says, "It'll be -2 then, if you don't have regular thieves tools or a goblin army knife."
GAME: Smuldur rolls disable device-2: (1)+2+-2: 1 (EPIC FAIL)
GAME: Smuldur rolls reflex: (12)+4: 16
GAME: Culix rolls 1d3: (1): 1
<OOC> Culix says, "One damage, and roll Fort."
GAME: Smuldur rolls fort: (17)+6: 23

"We will break it, before it breaks us!" Smuldur (and Torchie) volunteer and scamper a bit more slowly forward, crouched, to the edge of the NO STEP HERE. There, he begins the delicate operation of... beating it with the torch. Torchie is multi-talented!

Beating on the pressure plate with a torch has the expected effect- the multitude of tiny holes project a volley of equally tiny, needly-like darts. Most of them clatter against the far wall, but one of them manages to lodge itself in the goblins forearm. It stings, but doesn't cause much lasting damage.

Smuldur ducks at the volley and then immediately hops up to full height. Torchie is waved triumphantly the newly-decorated far wall. "Ha! Miss!" It's only with the waving that he notices the dart in his arm. "...Mostly!" He plucks it out to throw it at the all to join the others.

He then turns to the others to wave them across. "Pointy things done. All safe."

"Alright my friend, I take your word!" Paenitia declares, with one more 'stay' gesture to Ramirez. He is the eager one. She creeps forward. There are no flying needles to stab into her. This is good. She advances further, enough to see that what might have been a small passage south has become an alcolve full of collapsed rocks.

"It is safe, so far."

That said, the Red Knight moves further ahead, into the room proper where she can get a good look around, she calls back. "There are stairs, and there a pit."

While Smuldur was doing that, Aimarra waited, well out of range, keeping her thoughts her own. "Well done, Smuldur!" she calls when the way is pronounced clear, and straightens to follow, once again letting the wounded bird go last.

As the group head into the alchemical laboritory- Smuldur's torch light suddenly becomes less necessary. Small translucent stones held in metal brackets on the walls begin to glow faintly, at first, but their intensity comes toequal that of candles after a few moments, casting the room in a faint purple hue. It's not as easy on the eyes as torchlight, but it does reveal the room to them in detail.

At the center is a pit, with sloping walls- at the center of which is some sort of metal grate. The walls of the pit are stained the color of burnt omber, it seems to be some sort of drain.

To the north, another passage- again, collapsed, it seems, as it ends abruptly with a pile of rubble and broken blocks of granite.

To the south, steps, which lead down seemingly into a mirror- dusty, but still reflective. Or wait, no- not a mirrow. There are the faintest of ripples on the surface. It is a pool of quicksilver.

"I think the mage Glasha, she should put eyes on this." Paenitia says, halting.

Ghoulish cp line.png

Combatty

https://www.mipui.net/app/index.html?mid=mx0ahkhnktc

Natural Weapon Damage Types
http://legacy.aonprd.com/bestiary/universalMonsterRules.html#table-3-1-natural-attacks-by-size
https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/

 ===================== Current Initiative Order - Round 4 =====================
 ---Init--Name------------AOO-Notes--------------------------------------------
  >> 24   Skeleton Horde   1   <<
 ------------------------------------------------------------------------------
     18   Smuldur          1  Raging (4 rnds active)                       
 ------------------------------------------------------------------------------
     15   Paenitia         1  
 ------------------------------------------------------------------------------
     14   Aimarra          1  
 ------------------------------------------------------------------------------
     11   Glasha           1  
 ------------------------------------------------------------------------------
 ==============================================================================

===========================>  Sheet for Paenitia  <===========================

===============================>  Companion  <================================
 Name: Ramirez             Type: HIPPOGRIFF  SIZE: L Levels: 3
 HD: 3 (D8)  HP:  8/19  BAB: 2  MELEE: 4  RANGED: 4  AC: 16 CMB: 6  CMD: 19 
 MOVEMENT:   40             ATTACKS: Bite +4 1d6+3 and 2 claws +4 1d4+3
 SPECIAL:    DARKVISION 60 FT, EVASION, GLIDE, LINK, LOW-LIGHT VISION, MAGICAL
             CREATURE COMPANION, SCENT, and SHARE SPELLS
 Saves:      FORTITUDE: 5   REFLEX: 6   WILL: 2
 Skills:     Fly 1(7), Perception 1(5), and Stealth 1(3)
 Feats (2):  ARMOR PROF LIGHT and COMBAT REFLEXES
 Tricks(8):   
 Attributes: STR: 16  DEX: 16  CON: 14  INT: 2   WIS: 12  CHA: 11 
==============================>  Emblem of Ea  <==============================