DougFungus' Crypt of the Everflame
Game Master
DougFungus
The Crypt where Ekat Kassen was laid to rest has become an important part of the town's history. This year a group of hand selected individuals have been chosen to venture to the crypt and retrieve the Everflame in time for the autumn celebration.
"I wish there was something I could do to help, but it doesn't look like I have anything to heal....anyone care for one more pull from the brandy I brought along?" Pip says all this while rummaging through his pack, triumphantly pulling the half bottle of brandy out. He uses his teeth to pull the cork, takes a long swig and hands it over to Vastar.
Pip has leveled up! Can we level up during the adventure or wait till the end?
There must be some confusion here Pip. You need 5000xp to reach level 3. I don't have a very precise estimate because I'm posting from my smartphone, but I believe you should be a couple thousand off from next level.
Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15)
Lorant returns to the room with Kerret. He drops his pack and slides along the wall to sit on the floor. Sighing, he says, "That was tougher than I thought it would be. I feel like sleeping for days. Is there any way we can heal what that shadow did to us?"
HP wise, I think we're fine, but that Str damage is going to take it's toll.
I don't know, Lorant. Healing is not really my forte. Kaylee? Vastar? Do either of you have any suggestions?
8 hours of rest will heal 1 point of ability score damage. 24 hours of bed rest will heal 2 points. My understanding is that every two points of ability score damage = a -1 modifier to any related rolls. So there isn't really a difference between 3 str damage and 2 str damage. We're low on spells though, so we should rest of at least 8 hours, but Roldare might freak out if we hole up for a full 24.
I'll remind everybody that your on a time limit. The Everflame must be returned to Kassen within the week for the Festival. You may rest for as long as you choose but be prepared to deal with the disappointment if you don't return in time.
Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal)
I can't heal the damage that the shadow man did, but I can still heal any minor wounds any of us take. I'm willing to push on to save Dimeria if everyone else agrees. Looking to Pip she adds Except for you Pip, I can only use this gift once a day per person. So please be careful not to get hurt again.
Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15)
"I suppose that's fair. We need to find her quickly." Lorant picks up his shield again with a little more effort. "Ok, is everyone ready? Where should we go next? Now that the shadow is gone, we can go look at that room again. Or there were the stairs or the corridor back there" He points back towards the entrance.
I searched that room as best I could after the shadow man was gone. I don't think there's anything else in there. I'll press on with the rest of you, but I only have one more gout of fire left in me. After that I'll be down to crossbow bolts and harsh language.
Kerret gives a wry grin, then refreshes the light spell on his spear before lashing it to his back. As he checks to make sure the crossbow is loaded he says, I'm for the corridor. Let's see what else is on this level before we venture deeper.
Listening intently to the options listed, Roldare suddenly has a single moment of clarity as Lorant mentions the entrance and shouts: "THE KEY! The Key is in the room beside the entrance!"
Regarding Rest:
DougFungus wrote:
The crypt is located 40 miles south of Kassen. The Everflame needs to be returned to Kassen by the 11th of Neth, the same day Ekat Kassen succumbed to his wounds and died, in order to be in time for the festival. Today is the 4th in case you missed it. This means that you have 7 days to get there, acquire the flame and get back.
Remember: A character with a 30ft. movement speed can walk roughly 24 miles a day arriving in 2 days. However a character with a 20ft. movement can only walk 16 miles in a day. Arriving in 2 days with a 20ft. movement speed is possible but will require a check for a forced march that day. These are options the party may want to weigh out in order to leave enough time to explore the Crypt.
The adventure does compensate for some rest throughout. You're still on day 2.65 (leaving 5~ days remaining) and there is still a second level to the Crypt. In-Game it might make more sense to press on and find Dimeria and please Roldare, out of game the party is getting drained and could use rest.
As Game Master I cannot tell you what to do. I merely want to lay everything on the table for you. I feel my previous post(s) may have implied to move on and that was not my intention. It is the party's decision.
Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15)
Lorant looks at the man as if he's even more crazy than they all suspect. He pulls out the blackened key from the fire. "The key? You mean this one here? This wasn't near the entrance. Or do you mean a different key?"
He looks at the others. "I say it's at least worth checking out. If we can put some of this together, then maybe what happened will start to make some sense."
Lorant is fine with pushing on. The Strength penalty will be a factor, but nothing we can't overcome. We still have a few spells left before we're dry. I say let's check out this key thing at least.
The key is near the entrance? That pit room was near the entrance, wasn't it? Or was there another door in the first room? I think there was... Maybe we should go back there.
Kerret would offer to identify the dagger, except that he doesn't know that you guys found it. We still have some healing left for the day. I say we press on as much as we can, although we will probably need to rest before we try level 2.
Cleric of Erastil (current hp 21, total hp 21; F+3 R+3 W+6; AC18, t13, ff15, Initiative +3, Perception +7)
I splash some water over my face, shake the tiredness out of my head and join the group. After a moment I test the string on my bow and carefully select an arrow.
We have a duty to the living, let's go looking for Dimeria.
The door swings open with ease. In the center of this room is a large pool of clear water, fed by a fountain on the wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of Kassen, but his head has been broken off and is nowhere to be seen. A voice booms out from the darkness, saying, “Magic is the key.” The voice slowly fades, leaving a dreadful silence.
Looking into the fountain reveals a pool of water 40 feet deep. The bottom is dark but you can just barley make out a pile consisting of hundreds of keys.
PM's have been sent out to those who have taken actions this round.
"It's safe to come in..as far as traps go I don't see any." Pip moves around to F3 and takes a look at what he can see of the keys trying to determine if any look valuable.
appraise:1d20 + 2 ⇒ (20) + 2 = 22
according to HeroLab:determine the most valuable item in a treasure hoard takes 1 full-round action
Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal)
Kerret, what do you see? Kaylee asks as she approaches the pool, studying its features intently and observing the keys below. Do you think the water is safe?
It looks like a pile of keys. I think one of them is magical. I'm not sure about the water though, I've never been a strong swimmer, although... I don't mind a skinny dip now and then.
Kerret grins at Kaylee, then seems to remember where he is before stammering, Not that we should, I mean not that we shouldn't some time, but probably not here...