Copper Fratello |
Yes, but what it we had 2 ! wands of CLW?! Just kidding, lol. I had completely forgot about that other one. So, anyone have any other ideas? If not, Im just gonna take 200gp, I guess.
Aardvark DM |
At Rutter's mention of money the Field Marshal turns a little red in the cheeks. "Yes, I had forgotten in the chaos. The fee you have earned in your service to the city." She unlocks a box at her desk and produces a purse, a purse two pounds heavy with platinum. She hands the purse to the group and adds, "For this mission, there will another purse just like it following your success."
She continues, addressing the mission at hand, "About the necromancer, Rolth, he has long been a thorn in my side. He is a failed Acadamae student, and a true monster of a man, who was expelled after the true nature of his experiments were revealed. They found out he was butchering vagrants, stray animals, and anything else he could get his hands on to try and build some sort of 'golem' from their collected parts. The Acadamae didn't press charges because it didn't want to cause a scene - it just quietly expelled him and he's been trouble ever since. We suspect he's responsible for nearly a dozen slayings, each involving mutilation to the body, but to date we haven't been able to find him or locate his lair. He may not be in the Dead Warrens, but anything you can find there that could lead to his arrest would be greatly appreciated."
That is the pay from the last mission, NOT an additional 1000 gp.
Aardvark DM |
The pay you guys were discussing is the 1000gp from delivering Trinia safe. It is 200 gp each if you do not buy the wand. I just retconned her giving you the money, as you discussed it but didn't have it until she gave it to you. She is offering another 1000gp for recovering the Shoanti youth's body from the necromancer.
Copper Fratello |
"I agree with Pravlox, the more information we have before going in, the better."[b], Copper says before turning to Neva, [b]"Do you know anyone who may be willing to talk to us from the church?"
Neva Vallastoi |
Sorry guys, I lost a post somehow. Anyway, Aardvaark: I don't see a name in the players guide, so I'll assume I don't know anybody of importance at temple of Pharasma in the Gray. If this is incorrect, just let me know and we'll retcon.
Neva shook her head in response to Copper. "My calling as a midwife took me away from Korvosa and the Gray long ago. I've only returned recently to show formal obeisance."
Aardvark DM |
Neva, as a Pharasman, with a Local DC 10 (even untrained) you can get Pravlox's spoiler box above.
As you discuss consulting with the Pharasmen, Field Marshal Kroft speaks up, "The man that sold the body, a simpleton named Elkaris, is in our custody. He spilled what he knew as soon as we told him the trouble he was in. He said he delivered the body to a mausoleum in Potter's Ward, behind a gargoyle. The building is partially collapsed near the southern end, and the gargoyle is toppled and headless lying in the dirt. This roughly matches where Thousand Bones believes the the Shoanti buriel grounds called the Dead Warrens were once located. I would start there."
Rutter |
"You keep talking about 'arresting' people... do we need some manacles or something?"
"And if he's been such a thorn in your side, are you really sure you don't want us to put a 'thorn' in his side instead?" Rutter pats the handle of one of his kukri for emphasis.
After his questions are answered, Rutter agrees with Pravlox and Felgar: "Yeah, I'm ready whenever."
Aardvark DM |
At Rutter's suggestion the Field Marshal shakes her head "No, I cannot say that I would like you to do any such thing. It is my place as the head of the Korvosan Guard to arrest criminals and try them for their crimes. If, in the course of the investigation over the missing boy, the necromancer were to fall in combat I would shed no tears." After the questions are all answered, she hurries you out to the task.
---------------------
Korvosa's vast graveyard, a place known as the Gray District, is a mournful place even by day. Alone in the city, this place is quiet and calm in the face of the civil unrest, yet this calm is an unnatural stillness in the air, almost as if the graveyard were preparing itself for a vast influx of new dead. Certainly, this ominous feeling is nowhere more noticeable than in Potter's Ward, the final resting ground for Korvosa's poor and homeless. Mounds of unmarked dirt stretch far and wide, indicating sites of mass graves, while crumbling mausoleums from years ago, abandoned by their families as the Gray District expanded to the west, dot the bleak landscape, forgotten and empty. Mourners do not visit here, for the dead buried in Potter's Ward leave behind few who regret their passing.
The mausoleum mentioned by Field Marshal Kroft is fairly easy to find, but no sign of the Shoanti's body can be seen.
If you succeeded at the above check, you can attempt the two below
Rutter |
Perception: 1d20 + 8 ⇒ (16) + 8 = 24; 1d20 + 8 ⇒ (13) + 8 = 21
"I see them." Rutter follows the tracks into the mausoleum. "Here." He crouches and outlines with a finger what looks like a hidden door in the floor. "Gimme a sec."
Checking for traps: 1d20 + 8 ⇒ (12) + 8 = 20
Stealth: 1d20 + 11 ⇒ (7) + 11 = 18
Disable device (if necessary): 1d20 + 8 ⇒ (7) + 8 = 15
Open lock (if necessary): 1d20 + 10 ⇒ (16) + 10 = 26
Copper Fratello |
Perception 1d20 + 1 ⇒ (13) + 1 = 14
Also, this is the same day, right? Does the Mage Armor I cast earlier (before the scuffle with the lady) have any time left on it? If not or it's close to expiring, I cast it again.
"Just lead where we need to go. I don't know what you two think you're seeing here."
Aardvark DM |
Felgar points out the tracks, that Rutter is able to follow into the poorly maintained building. He moves up to the floor in the center, in a low crouch, before holding a hand up to those behind him in warning to stay back. He begins to thoroughly examine the area on the floor, lightly blowing dust from the cracks outlining the trapdoor, before peering in with a keen eye. After he certain that there is nothing to worry about, he feels around for the handle, and finding it, looks for a locking mechanism. The thing seems fairly simple in design, just a handle, no locks, not trapped, the handle fairly easy to discern. All that's left is to open it.
No traps found, no lock to open. Copper, you have about another half hour on your spell. Remember, you are all at the resources you had left after the chase (Felgar's injury, Neva and Copper's spells used)
Copper Fratello |
Neva gripped her crossbow and began her breathing exercises.
LOL. I didnt start anything last time. :P
Also, it probably wasnt that Copper couldnt figure out what was trying to be said, but that I couldnt picture it in my head, and therefore was thoroughly confused about it, lol.Rutter |
"I hope Rutter and Copper don't start with the hand signals again."
lol... yeah, I need to go reread that... maybe that's why Rutter hasn't been so cautious lately...
Rutter opens the door, draws his two kukri, and begins the descent (assuming there's stairs leading down).
Aardvark DM |
The door opens with the deep grinding sound of stone rubbing on stone. The noise is not so loud as to alert anyone nearby, an obvious sign that it is used and maintained often and well enough to mask its noise. As it is opened, the rush of air, musty and damp, carries with it the unmistakable odor of decay, both stale and fresh. A dim blue glow can be seen coming up the stone stairs leading down into the depths of the mausoleum. Heading down into the aforementioned depths, you descend two sets of steps seperated only by a brief landing. At the bottom it opens into a large room supported by four wide pillars of stone. The ceiling above arches in a dome nearlt twenty feet high. The walls are lined with skeletons caked in mud - human bones mostly, but here and there smaller bones might be from halflings, or perhaps children. Fifteen-foot-square pits sit to the east and west, each filled with a large heap of hundreds of bones. To the south, a crude hole has been gouged into the wall, providing access to a tunnel.
As an aside, since this is the first enclosed space, also give me the double and single file march orders for future reference. That way I know what positions everyone is in when they enter each room.
Copper Fratello |
Single file: Felgar, Rutter, Neva, Copper, Pravlox?
Double File:
Felgar, Neva, Pravlox
Rutter, Copper?
What do you guys think?
Copper mumbles a few magical words, and places his hand on Felgar's shield (You have a shield, right?), making it glow like a torch for the next 3 minutes.
Aardvark DM |
Sorry, I forgot to mention it before, but you might not cast light.
The walls of the chamber and tunnel look to be covered with patches of some blue glowing moss. The soft phospherescent glow, bluish in hue, seems to light the area enough to be able to see capably.
Rutter |
At this point, Rutter is still fearless, so I'd say single-file should be Rutter, Felgar, Neva, Copper, Pravlox/Rex. Double file makes sense.
Rutter looks at the tunnel. "Hmph. He's made himself at home." He leads the way into the tunnel.
Copper Fratello |
Scratch the Light spell then. Rutter, Im fine with you going first if you wanted, but wasnt sure if you would want to go before the guy with lots o' armor (scouting and such) or not, lol.
Anyone else got a suggestion for the order?
Rutter |
Rutter, Im fine with you going first if you wanted, but wasnt sure if you would want to go before the guy with lots o' armor (scouting and such) or not, lol.
Metagame-wise, I'm sure Rutter will discover the value of a meat shield soon enough, but in character, right now he probably still thinks he's the toughest one in the party. Although Rutter could scout ahead, as well, since you have the message cantrip.
Copper Fratello |
Didnt realize that thing lasted so long, lol.
Copper stops his companions from venturing further into the room, "Give me just a minute, please." he says, pushing towards the front of the group. He speaks an arcane phrase aloud, though as quitely as he can, "Doen wat ik nog even willen nieuwe.", each time, pointing to a differnt one of his companions. When the spells are completed, he points to each member of the group, moving from one to another, sometimes more than one, sometimes all four at once. Despite Copper barely speaking aloud, the words come through to them loud and clear, "This spell will allow you all to communicate with me at distance. Just point at me and whisper, and I should be able to hear you."
"Now that that's done. Give me a second to scan this room before we go in. Better safe than sorry." he asks before turning his back on the group and facing the empty room, "Toon mij de magische auras dat omringen mij."
So, Message cast on all four of the other party members, which will last for 30 minutes, can be used up to 130ft (back to me only for you guys), and apparently has a Perception DC 25 check to hear the message, which hopefully we would only needto roll while in combat or something. If I can only have one Message active at a time, then it's on Rutter.
Also, Detect Magic on the room from the doorway. I intend to keep the scan up as long as I can. Aardvark, please let me know if I detect anything with the 1st round of it as I move and scan, and please let me know when it's likely to be disturbed vs me needing to spend combat rounds just maintaining it, etc. Thanks!
Rutter |
Rutter points a kukri at Copper and whispers, "Nice. I'm going to scout ahead then since y'all make so much noise." He turns and then realizes he was still only whispering to the sorcerer, so he repeats a little louder for the benefit of the rest. "I'm going to scout ahead since y'all make so much noise. I'll let Copper know if I need y'all to catch up quicker."
With that, Rutter starts down the hall, keeping to the wall, with his kukri held close.
As long as the hallway is straight without any intersections and he sees nothing ahead, he'll move at near full speed (20 ft). Stealth 1d20 + 6 ⇒ (19) + 6 = 25. When he sees anything that bears closer investigation, he'll send word back to Copper and slow to half speed (no stealth penalty) 1d20 + 11 ⇒ (15) + 11 = 26 to approach it. Oh yeah, perception: 1d20 + 8 ⇒ (12) + 8 = 20
Felgar Stoutaxe |
Orders are great for me...no shield, but if necessary in the future, feel free to cast light on my axe.
@Neva: What are the effects and duration of Bulls Strength? Thanks!
Thank ye, mi lady. Right behind ya, Rutter.
Aardvark DM |
Rutter, It's not a hallway. Just some stairs down into a big chamber. I added a map below (had to work it up).
If this changes your actions let me know, otherwise I will have you move to the opposite side where the tunnel entrance lies.
Copper Fratello |
Looks good to me. I'll move into the room to continue my Detect Magic sweep as soon as Rutter gives me the ok.
Felgar: Bull's Str gives you +4 Str. It lasts for 1 min/level, so 3 minutes.
Rutter |
Ah, I thought the description of the room meant we'd already walked into it. Are there steps leading down into the pits of bones? Rutter would still suspect that the necromancer is through the tunnel, and would head that way (I called it a hallway, but I was referring to the tunnel that sounded like the only other exit). If Rutter doesn't see anyone in D1 or any other exits, he'd probably just run across the room (following down column 6, H6-L6) and start the stealth plan when he approaches the entrance to the tunnel (around K6).
Aardvark DM |
Rutter creeps into the ossuary, sneaking by the dim blue glow, from pillar toward pillar. When he begins to round the first column, something about the bone pit to the west catches his eye. With all the bone parts, it appears as if there are whole skeletons inside. As he leans closer to get a better look, his suspicions are confirmed. They begin to clatter to activity, rising from the piles.
Copper 1d20 + 2 ⇒ (16) + 2 = 18
Felgar 1d20 + 2 ⇒ (19) + 2 = 21
Neva 1d20 + 2 ⇒ (4) + 2 = 6
Pravlox 1d20 + 2 ⇒ (18) + 2 = 20
Rex 1d20 + 3 ⇒ (11) + 3 = 14
Rutter 1d20 + 3 ⇒ (11) + 3 = 14
Skeletons1 1d20 + 6 ⇒ (5) + 6 = 11
Skeletons2 1d20 + 6 ⇒ (10) + 6 = 16
Roll-off
Rex 1d20 ⇒ 16
Rutter 1d20 ⇒ 14
Felgar -
Pravlox -
Copper -
Skeletons2 -
Rex -
Rutter -
Skeletons1 -
Neva -
Rutter |
Surprise round
Rutter tries to count the skeletons rising from the pit. When he gets to three and sees there's still more, he decides to forget it and call for help. He whispers to the mage: "Ugh. Buncha skeletons coming out of the bone pit over here. Tell everyone to come up for a fight."
He moves behind one of the pillars to hide. Move to I8, sheathing a kukri as he does. Stealth: 1d20 + 11 ⇒ (10) + 11 = 21
Copper Fratello |
If I actually have to roll the Perception check, I cant make it, cause I only have a +1, and the DC is 25. However, with Rutter moving behind the pillar, which is in our line of sight, I figure it doesnt matter anyway, lol. Especially if a skeleton happens to move into the room, lol.
Rutter |
I'd always read that to be the DC for someone else to hear the message along the way. So if Felgar is standing between Copper and Rutter, for example, he could hear the message if he rolled a 25.
Copper Fratello |
Lol, you're right. Apparently my reading aptitude is very low lately regarding this character.
Copper turns to his companions whispering to them all, "Rutter says there is a group of living skeletons over that way. Be ready for a fight."