Tarvinda Darvelle |
No good comes from the corruptness of tomb thieves, unless they destroy the spirits of evil. However, if this is from Kassen's resting place, these things should be restored to their rightful place. We must take them back. says Tarvinda with her normal insistence of doing what appears to be right.
Tarvinda Darvelle |
Tarvinda looks a bit startled at Andwell, "Did I hear you right Master Tactfoot, surely it's not right to steal from anyone, dead or alive. I'm sure your father wouldn't be happy if you did such a thing." She strolls over to the halfling, looks intently at his face hoping to discern the truth of any of her friends answer, in her mind she thinks, No Andwell is naughty, but he's no way a bad halfling.
Xeros |
Xeros smirks at Tarvinda and Andwell, "Andwell thats a good creed to go by, and hey Tarvinda sometime a little thievery can teach be a good lesson to those who law can't touch." He chuckles as he looks around on the ground trying to figure out the tracks around the camp.
Perception:1d20 + 6 ⇒ (8) + 6 = 14
Survival:1d20 + 7 ⇒ (1) + 7 = 8
Tarvinda Darvelle |
Sharply Tarvinda turns to Xeros, "Now don't you go on encouraging him, Master Tactfoot comes from a respectable line of halflings. I've been told that people in Kassen the respect they have for the forthrightness and correctness of his father and mother. Never have they been in trouble, to my knowledge, I'm sure this is Andwell's frivolous and, dare I say it, immature approach to life, which gets him in 'interesting' positions. At heart I am sure he is every inch as good as his parents." She suddenly seems to start defending her friend from the accusations she herself made. Friendship is hard, yes sometimes you are hard on your friends to bring them towards the light.
DM Mathpro |
Why do my groups always get into the most interesting debates...lol. Feel free to continue your debates as I push the story forward a little bit.
Xeros you see that the only tracks in camp lead back out the way you came. You guys head south from the lake(which you eventually find again just reversing how you went to this abandoned campsite. Leaving the lake behind you travel for about 3 hours. The trees in this part of the forest are very old and quite gnarled. A cold rain began to fall about an hour and a half into your journy and it continued ever since, The trail that your following leads ever deeper into the fangwood, through a twisting maze of trees and confusing ravines. As the path tops a small raise a brad valley spreads out before your eyes. Checking the map you're able to figure out that this is Serpent Gorge and it is where the Crypt is located. This part of the fang wood is composed of a thron-covered maze of bushes, trecherous roots, and uneven rocks and it slopes steeply down to the bottom of the valley. Making things worse the rain has turned the hillside into pure mud.
I need reflex saves from everyone as they try to make it down the hill.
DM Mathpro |
oh but I am lol...*goes to see what happens to him trying to not look so evil
2d6 ⇒ (5, 3) = 8
Neculai you take 8 points of damage as you slip in the mud and slide down the hill. As you try to recover you slip again and this time just slide all the way down to the bottom. Other then more wet and covered in mud you feel more embarrassed than sore, though it is quite possible your bottom is more bruised than your ego.
Andwell Tactfoot |
Andwell runs over with serious concern on his face . . .
Neculai! O' my o' my. You have some momentous life-and-death significant critical injuries there. You came close to breaking your neck. Dear o' dear. Does anyone have any healing powers. Our dear friend here is in grave need of reparative receiving!
Perhaps a light snack will help . . .
Xeros |
Xeros gives off a sigh a relief when he see's his new friend is okay. "I guess you might of been right about having wine with breakfast." He says with a devilish grin towards Etna. He looks down at the halfling, "Sorry the drunken merc hasn't found me worthy enough to bless me with those powers yet. I can help patch them up so they heal faster."
DM Mathpro |
Has anyone seen our dear Paladin? I'll give him another day to post and then we'll move on with out him. I am not 100% sure but I also think there is a potion of cure light wounds that you might be able to give Neculai. It would have been given out by the Mayor before you left town.
Your able to patch him up as best you can.
Tarvinda Darvelle |
Acrobatics 1d20 - 2 ⇒ (12) - 2 = 10
Acrobatics 1d20 - 2 ⇒ (18) - 2 = 16
Acrobatics 1d20 - 2 ⇒ (20) - 2 = 18
Despite the armor weighing her down and making the decent difficult, Tarvinda seems to be able to keep her footing, at first.
DM Mathpro |
Tarvinda makes it down the hill with little difficulty. The rain picks up as you move away from the hill side and it takes another hour of travel through the gorge that you entered for you to finally see your destination.
You see an archway of stone that is sent into the side of a small hill. Moss has overgrown many of the details, but a keystone of an arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wodden doors, one of which is slightly ajar. As you move closer a very pungent smell hangs in the air, so thick you can almost taste it. A few of you might recognize it as the scent of rotting flesh. As you move even closer you can identify the source of the smell as you find a pair of horses and a trio of ponies that lie slaughtered next to the archway. Each corpse is still tied to the hitching post that lies outside the crypt.
With the holidays approaching I understand its going to be harder to post. I'm not suspending my games so post when you can but don't feel bad if you can't post as often as you(or others) would like.
Tarvinda Darvelle |
Tarvinda is sickened to see the affront to nature of the slaughtered animals, "Whatever lurks in there is not going to be nice, let me go in and make sure it's safe for you?" she looks around to see if any object, as she lights a torch to make her way into the darkness behind the door.
Xeros |
Xeros moves towards the slaughtered animals, and whispers "May ye be pulling keg carts for the Great Drunken Merc now." He holds his head low finishing a the rest of his prayer for the creatures in silence. The tiefling then searches around the corpses trying to find out how they died and maybe which area they came from.
Perception:1d20 + 6 ⇒ (6) + 6 = 12
If any Tracks:1d20 + 7 ⇒ (5) + 7 = 12
Heal:1d20 + 6 ⇒ (7) + 6 = 13
Andwell Tactfoot |
Adwell also followes the other, pinching his noise with one hand. He studies the floor, walls and overall are for ant sign of traps that have been laid.
Perception(and +1 for trapfinding); 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Ewwwwww. This stench is making my eyes water. I would not see a trap if I was standing in it.
DM Mathpro |
As far as Andwell can tell the doors to the Crypt are not trapped. But as soon as the four of you(Etna, Tarvinda, Neculai, and Andwell) enter the crypt the doors slam shut. It is quiet and dark in here and soon the rattling of bones can be heard from the room you're in.
DM Mathpro |
Xeros is currently outside, which means the party is separated but Etna is able to see that the floor is covered in bones and dust. Almost as soon as the doors shut the bones start to animate and 8 skeletons start to form(the rattling bones the party hears).
Tarvinda Darvelle |
Tarvinda was lighting a torch outside in her last post, so unless its gone out, it should be casting some light.
Tarvinda offers Andwell the torch, as she gets into a defensive stance, shield and longsword at the ready.