GM Budd the C.H.U.D.'s "The Price of Immortality" Trilogy

Game Master Budd the C.H.U.D.

The Price of Immortality Trilogy, part two - Masks of the Living God!

CURRENT MAP - On board the Black Mist

A group of young heroes set out upon what was meant to be a simple coming-of-age ritual, but found the Crypt of the Everflame overrun with undead horrors in the wake of a botched tomb robbery. Now, the cult of the Living God, Razmir, beckons in the distant city of Tamran, the origin of this great tragedy. The young Heroes of Kassen prepare now to head south, down the River Tourondel to the banks of eerie Lake Encarthan, where the next phase of their adventure awaits...


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Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Calia looks over each door carefully, concern (and fascination) on her expressive features. Well, I'm still for sticking to the plan of going out to check on Gus and Proudsnout - they'll be some company for Roldare, and they'll be safer further inside with someone to watch them. And we may as well check out that door off of the main room while we're there. But when we get back, I say we go through that weird smoky door - the other looks like it only opens out to where we were, and I bet we'll work our way around to it going through the smoky door.


'where there is smoke there is fire' Sariel nods his head in aggrement with Calia, "I agree it was a good plan, lets stick with the plan. Though I also share your concern with the smoking door, shall we go back to the entrance?" Throwing the switch on the wall Sariel goes back through the “lever room” avoiding the traps.

Returning to the entrance chamber Sariel almost gags, due to the smell of death in the room. Proudsnout, still napping on the mules lead rope, opens one eye as Sariel and the party goes past. As they get near the north western door, Sariel draws his mothers morningstar and concentrates on his halo for a moment to fix it brightly near his head, as he does so he tells Proudsnout, ”Here soon your going to need to explain this.” Proudsnout looks up again ”Oink, Oink, Oink” Explain what? I thought your uncle had the talk about the birds and the bees with you.

Huffing at the pigs answer, Sariel nears the door. ”Calia, would you double check this door for me? Once it’s clear, if you would open it up I will step inside.” Pushing out the smell of death and momentarily forgetting about the pigs obnoxious answer, Sariel steels himself for whatever is on the other side of the door.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Perception for traps: 1d20 + 6 ⇒ (17) + 6 = 23
Disable Device if needed: 1d20 + 7 ⇒ (13) + 7 = 20
Perception for anything beyond: 1d20 + 6 ⇒ (11) + 6 = 17

Uh...I can try... It had been years since Calia had done any lockpicking; she'd hoped people would forget she could. After all, it didn't exactly make people lend her a whole lot of trust. But as she searched the doorframe for any surprises, she found herself itching to try it again - not for any devious purposes; she was thoroughly past that. But it just sounded fun, like a puzzle.

And in here it's not exactly going to get me into trouble, is it? Heck, in here, it's a good thing. Hey Jenna...mind if I borrow your tools and take a crack at some of these? She presses an ear to the door, listening for any surprises beyond.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Following through with Sariel and Calia's plans, the party backtracks to the entrance chamber without incident- though there is a close call with one of the many pits in the maze-like room of columns.

Jenna seems oddly shaken as she retrieves her thieves' tools. Even handing them to Calia seems a difficult task, and she can only laugh nervously at herself. It seems that the horrors of Kassen's tomb have rattled the young ranger to her core. She drops the tools just before she can hand them over to Calia, and struggles to pick them up. "Sorry... just... give me a minute..." When she finally manages to pick them back up, her expression is apologetic. Calia, you are now in possession of the thieves' tools. "P... probably for the b-best," Jenna stammers quietly as she backs away from the door. Damien huffs impatiently as he watches, his mood dour.

The gnome examines the door carefully, and detects no trap mechanisms. She proves a deft hand with the set of picks, and the latch clears with a heavy click. The heavy stone door lurches inward...

The room beyond is as dark as the others have been, but as the party's light sources pierce into the gloom, they notice refracted light dancing along the walls; after a moment, it becomes clear that situated in the center of the room is a large pool of water. The pool is fed by a fountain sculpted in the form of a beautiful woman cradling the body of Ekat Kassen after his death... at least, it's probably meant to be Kassen. It is a bit hard to tell, considering its head has been broken off and is nowhere to be seen.

There is no other movement or signs of life within the chamber, but there are two doors on the southern end of the room.

Map updated. Anyone up to heading inside?


As Jenna speaks to Calia, Sariel watches in stoic silence. 'We knew the challenges would be difficult, but none of us expected this. I wonder is we should encourage her to go home. How many of use were prepared to fight undead. I only stand here with Erastils help. Maybe while were here by the exit we should let who ever wants to leave do so. As Calia opens the door, Sariel stops daydreaming and pushes the door open further and looks inside.

'What a shame, to destroy works of art, of course whoever did these atrocities have more to account for than just vandalism, I would that it had just been vandalism.' Sariel, getting used to having a light attached to his head, steps into the doorway and down the hall so he can get a proper look at the room, calling back to the party, " There are two more doors in here, do we dare leave them behind us unchecked?"

for what it's worth Sariel will take 10 on perception


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

As Calia takes the tools and turns back to the door, she can't stop thinking about Jenna's shaking hands. I held that girl at her christening...she's just a child...hells, all of us are! By rights we shouldn't even be here...but we are.

Jenna? she says softly, turning around. The people back in Kassen should know what's happened here. Someone needs to go tell them - and I can't think of anyone I'd trust more to make the trip safely. Just look what you did with that wolf!

Beaming at Jenna in an attempt to bolster her courage, she continues. Go back to Kassen. Tell Gerol and Vark's families the bad news. See if there's a couple others they can send back to help.

She pulls Jenna into an embrace - an almost comical scene, since she barely reaches to Jenna's waist - then pulls away and nods. No one better for the job. We'll see you soon, back in Kassen. Wistfully, she watches Jenna turn for the exit, then turns back to her task of opening the door. At least it's something to let her keep her head high.

With a click, the lock gives way, and she opens the door carefully, following as Sariel enters, rapier in hand.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Jenna is hesitant at first, and glances around at the rest of the party, seemingly embarassed with herself. "No, I- I'm fine, really. I'm just a little shaken up... it'll pass. Soon. I promise."

Behind her, Damien huffs. "This is crazy," he murmurs. "None of us should be here. This isn't what we signed up for. Let's just pack up and head back to Kassen- let the Mayor and the rest of them handle this!" His rabbit companion almost looks irritated at its master- though who between them is the real master is still a matter of debate.

As Sariel steps into the room ahead of the others, there is a sudden, booming voice, seemingly rumbling up from the pool. It intones: "Magic is the key!"

Jenna and Damien both start at the sound, Jenna instinctively grabbing for an arrow- and as she attempts to notch it, her grip fumbles and the arrow slips to the floor. When nothing else follows the booming announcement, Jenna sadly stoops down and picks up her arrow. "Maybe you're right, Calia... Maybe I should go. I'm no use like this..." She looks at the rest of the group, her face pale and sunken in the gloom. "I'll bring back help... I promise..."

"Hey," Damien says, starting after her as she turns back toward the entrance, "Wait a second! You can't go on your own!" He looks apologetically back toward the rest of the party. "Sorry, guys. If you're smart, you'll follow us back to Kassen. But if you decide to be dumb and brave, then... well, don't get yourselves killed, okay?"

Assuming you all take a moment to say your goodbyes...

The pair pull up their hoods and trudge back out into the rain-swept gorge, presumably back toward Kassen.

And so the quest has lost two of its heroes- not to death, thankfully, but to terror. Still, those who have chosen to remain in the Crypt and continue their investigation trudge forward, stepping into the room with the pool, the booming voice still seeming to echo about its dark stone walls...

Sariel, Calia, it does not appear that there is anything in the room other than the pool, the statue that feeds water into it, and the two doors on the south end. The pool is quite clear and appears to be quite deep, though there does seem to be a bottom.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

You keep each other safe, too. Don't worry; we'll figure this out and be back in Kassen before you even have a chance to miss us. See if you can talk Jocyn into trading the story for a drink - and make sure you have one for me, too. She winks jovially at Damien and Jenna as they turn to leave, almost convincing herself she's not worried about them. Almost.
---------------------------
Following behind Sariel into the room, Calia gasps in wonder as her lights dance around the statue, sparkling off the water. She sends one for a dive, confirming that while the pool's deep, it does end eventually. Relaying this to Doreen and Artemis behind, she moves toward the doors and begins to search around the frame of the east one, looking for any surprises. If they're talking about a key, I'll bet anything these are locked, but it's worth a quick look.

Perception for traps/locked?: 1d20 + 6 ⇒ (20) + 6 = 26
Disable Device if needed: 1d20 + 7 ⇒ (6) + 7 = 13


earlier
As Damien and Jenna prepare to go back out into the stormy night, Sariel removes the gear the remaining four will need to remain in the crypt from the mule. It's cruel to confine this mule to the crypt with his master going home' Sariel hands the lead rope to Damien. "I left food and tents on the mule for you, take him with you. If you tie a rope to him, he can help pull you two up that steep slope. Go with Elatril, and be safe ok?" Sairel shakes hands with Damien and giving Jenna a quick hug, he waves good by as they leave, shutting the door behind them to keep the weather out.

back to the room with the pool
'Magic is the key?' Sariel watches quietly as Calia investigates the depths of the pool and then the doors, keeping a close eye out, mace and shield at the ready. Smiling slightly, trying to move past a third of their group leaving, "Well if 'magic is the key' then we are in luck both Calia and Doreen use magic so we just need to figure it out, right ladies?" When Calia appears to be done checking the doors Sariel ask, "Calia, which door do we open first and do you want to open it or do you want me to?"


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Quickie post before work.

Calia's magically-generated light descends into the water, and makes it all the way to the bottom of the pool unmolested. It reveals that the bottom of the pool, perhaps some forty feet down, is covered in keys. Dozens- maybe hundreds- of keys.

Neither door appears to be trapped in any way; however, both are locked.


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Redheads vanish,
As quickly as they came.
I never figured her for a coward.

Doreen crouches down and peers down into the water. She pointedly ignores the departure of the companions who are "going for help".

"Another of the puzzles." She mutters. "Easy enough. Magic is the key. Let's find out which one is enchanted."

I'll be casting detect magic, looking for keys that have an aura of magic on them.


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Artemis watches as Jenna and Damien drift into the deluge like stones sinking into a river. He doesn't want to leave them unprotected, but Doreen and Calia need him more. Jenna is more than able. It's the woods what's her element… he turns back to the interior of the crypt and sets his jaw. ...not this old place. Not a dank ol’ tomb. He leans down and grabs up his pack, heavier now for the loss of Gus to match his concern for the departing friends.

Calia and Sariel gain entrance to the northwest room, magical lights and halos illuminating the interior. He opts to stand the watch in the entry hall, ensuring no surprises emerge from the door across the room. Next to him, Doreen remains quiet, so he does the same.

At the booming voice he very nearly takes Doreen’s head off as he swings his spear and shield about for a ready position. He smiles apologetically towards the young woman and chuckles nervously. ”Sorry...I uh better check that out. Mebbe we go together and check it out?”

Without waiting, knowing she'll do as she pleases, he joins up with Sariel and Calia as one of the gnome’s dancing lights descends into the pool. Sariel stands near the entryways to a pair of doors on the south wall, wondering aloud to Calia on which door to attempt first.

”Looks like plenty o’ keys here, eh?” He stares into the pool. Artie’s a strong swimmer, but he doesn't relish venturing into the water here. Something about it gets him nervous. Like knowing as river log is gonna split under you. Looking back at the door then back as to the pool, his mind does what it normally does when his nerves get the best of him, it conjures up a memory. ”Sure are an awful lot o’ keys...makes me think o’ Kassen’s Fountain in the town square. Ya know, where ya toss coins for wishes?”

He puts his pick are his feet and considers his gear. Eventually he frowns and shakes his head. ”I ain't got one on me...but what if we drop a key in the pool? Mebbe that's where the magic puffs up n’ opens a door?”

Ack, ninja'd by Doreen! Adding the beow..

As Doreen offers her solution, Artie nods and grins sheepishly a day stands aside as she works. "Lemme know if ya find one. I can dive in n' get it."


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Doreen lingers over the pool for a moment, and the vision her spell grants her confirms that there is one- and only one- item emanating an aura of magic at the bottom of the pool. Of course, from this distance, determining which of the hundred or so keys it is will be difficult, to say the least...

Quite the pickle. Presumably, if you want the key, someone needs to swim down there and get it. But actually figuring out which one is is another battle altogether. A bit of ingenuity might be required here... ;)


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Hundreds of keys.
Only one is magic.
But I can't tell which one.
Screw this noise.

Doreen sits back and sighs.

"One of the keys is magic." she says, motioning to the pool. "But all clustered together like this, I can't tell which one for sure. One of you dive down bring up all the keys, and then I can look again."


'this is a conundrum, I don't think Doreen is strong enough to swim to the bottom and she is the only one who sees magic' Not knowing what else to do Sariel starts to looks around for a switch or a valve to turn off or drain the water with. While he does so he tells Doreen. "It looks like there are too many keys to gather them all up, unless it is an illusion."

As he continues looking around, "If we can shut off and drain the water we could lower a rope for you Doreen. If not maybe Artemis and I can help you swim down to identify the magical key."

perception: for anything at all that could help: 1d20 ⇒ 6
perception: for anything at all that could help: 1d20 ⇒ 20
perception: for anything at all that could help: 1d20 ⇒ 1
perception: for anything at all that could help: 1d20 ⇒ 4


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

I don't know if just helping her down is going to be enough, Sariel, or even if you guys going and getting them for her will do it. That water's gotta be 40 feet deep - at that point it stops being a matter of just strength and starts being a matter of enduring the pressure involved, and the time having to hold your breath.

It'll take a good twenty, thirty seconds at least to swim down that far, if you're even able to get down that deep with the water pressure pushing against you. And Doreen would need time to be able to pinpoint one key of a thousand as the source, even with magic to help her. She wouldn't be able to speak her incantations underwater...and no offense, Doreen, but you don't exactly look like the strongest swimmer to me, even with help.

Though you know she'll take offense, with it coming from me...

There's got to be another solution. Magic is the key...it could have just meant that the key is enchanted, but what if it means that the key we need will react differently to some kind of spell, or that we can only retrieve it with magic - or that the key doesn't matter at all, and we just have to cast a spell on the doors?

Calia moves back over to one of the doors. It's a long shot... She begins a chant in Gnomish and flicks her hand at the door, hoping against hope that her magical tricks will manipulate the mechanism inside into releasing the door.

Prestidigitation cast to move the mechanism inside the lock or garner some kind of reaction from it, although I seriously doubt it'll work. Gotta try. :)


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Sariel finds nothing of use within the chamber itself.

Calia's bright idea sounds fair, but unfortunately her prestidigitation is unable to move anything within the locking mechanism of the door.

But it was a nice idea. :)

Regarding casting spells underwater, in general a spell with a verbal component could probably not be cast while holding one's breath underwater... though, at least in theory, detect magic could be cast, then one could dive, and make swim/concentration checks to maintain it as they went down. I'd say the concentration check would only be necessary on a bungled swim check, representing one having a hard time in the water; but maybe that's just me being generous.


After looking around the room for something to help them Sariel stops to scratch his head then shrugging his shoulders. "OK, we have plenty of rope, lets tie one rope around something heavy, like my armor. Then we can tie the other rope around Doreens waist. We can push the armor into the water with Doreen holding onto it, which would help her sink really fast, then once she grabs the right key we could pull her up, as fast as possible. Then we could pull up whatever we use for an anchor. If we needed to give her help someone else could go down with her, all they would have to do is hold on to the armor also, then let go and swim up."


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Sometimes,
Poetry has no words.

"You cannot possibly be that stupid." Doreen stares at Sariel. "No one can possibly be that stupid."


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

You know what? You're right, Doreen. We're all stupid, and we bow before your superior intellect, oh great unfathomable mind. So remind me, what was your plan? Oh, right - you want us to make the potentially lethal swim possibly dozens of times to dredge up piles of keys. But all the realms around us forbid that you'd have to wet your glorious hair. I'll get right on that.

Calia pulls her tent from her bag and lashes the flaps closed, then ties a rope into one of the stake loops sewn onto a corner, fashioning the tent into a makeshift bag as big as she is. Here, hold this, if you think you can manage it without breaking a nail, she mutters, flicking the end of the rope toward Doreen. She quickly shrugs out of her patched cloak, undoes the straps on her studded armor, and strips down to nothing but a light tunic and leggings. With one more glare at Doreen, Calia dives into the pool, dragging the tent with her as she kicks down toward the myriad keys on the bottom.

If we're going with calm water Swim checks, I can take 10 and make progress every round. I won't be surprised, though, if dragging the makeshift bag down with me and getting deeper will make the checks harder. :)


'Why was it stupid, other than she would have to do something?' Sariel looks crestfallen at Doreen. Then sadly at Calia as she lambasts their friend. Seeing Calia intention to swim, Sariel also lays aside, pack, sword and shield then takes off his armor.

assuming it won't take much longer than Calia since she is lacing together her tent bag.

As he enters the water he looks at Doreen and says "It wasn't that stupid." He then swims down with Calia and follows her lead.

have no idea what we are doing but taking 10 on swim to do it...


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

The water is quite still, so taking 10 should allow you both to reach the bottom quite quickly.

Calia and Sariel both manage to make their way to the bottom of the pool without incident, aside from the still-lingering tension within the party itself. The bottom of the pool is carpeted with keys, easily over a hundred in total.

Your strategy?


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Calia simply starts scooping handfuls of keys from the bottom and dumping them into the tent, which forms a makeshift bag. With the rope trailing up to the surface, it seems that her intent is to fill the bag as much as possible, then use the rope to tow it up from the pool's edge to lessen the number of trips her and Sariel have to make to the surface.

^ That's my strategy. :)


seeing Calia scooping keys, Sariel begins to do the same thing, his halo flickering slightly as his concentration wanders, 'I wasn't that stupid of an idea. I still don't understand what was wrong with Doreen just swimming down here and getting one key instead of us taking all the keys up to her, I would have swam down with her. It just seems really selfish. Maybe she is afraid and the tough girl act is just a cover. I guess being around brave warriors like me and Artemis can be intimidating. I'm glad he stayed up top to keep her safe. I don't want her to give up on us like Jenna. Who would have thought that Calia is the bravest of the girls. Well she is the oldest. Poor Doreen I never realized she was so insecure, maybe I should give her a hug and tell her it will be ok.'


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Artie is too taken aback by Doreen's response to Sariel to offer to dive into the pool. Especially when he knows he's the most capable among them to swim. Instead he stares back towards the entrance to the room and to the two doors, shield still at the ready, spear in his other hand in case of trouble.

After a moment he glances towards the pool, fighting his instincts to strip down and follow them into the still water.

His mood darkens a bit and he looks to Doreen. "Mind your words, Doreen. My grandfather would say, 'Outta the mouth spills the contents o' your heart'." Artie glances back down towards the pool. "...or do you want everyone, even those tryin' to friend ya, to think your heart's full o' poison?"

Couldn't resist a quick post. Such dramatic tension! I hate missing out!


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Are there few enough keys that they'll make it in one go (all fitting in the tent and not too heavy to pull up)? Or will we need to pull it up a couple of times?


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Ahh, young people and their arguments. :)

GM Screen:
1d20 ⇒ 10

Doreen, do you think the rest of the group would be aware of your backstory? I wasn't sure if that was common knowledge or something only known by a select few. For, y'know, reasons. ;)

Calia and Sariel begin filling the makeshift sack with keys, but realize after a few minutes that it will be too heavy to return to the surface with if they take them all. It looks like it might take two trips.

Regardless of the conversation- or perhaps lack thereof- upon their return, it becomes clear through Doreen's detect magic spell that the enchanted key is not among those brought to the surface. It seems as if another trip down may be necessary...

- - - -

Meanwhile... (Forest's Intro):
Hope you don't mind a little GM fiat for the sake of a dramatic intro. Also, sorry if this is a bit long!

As a heavy rain beats down though the gnarled, leafless trees that overlook Serpent Gorge, Forest Hunter- the aptly-named young Nirmathi ranger- just barely makes out the sight of two individuals struggling up a steep embankment out of the valley, the weather rendering their torches nearly useless. The closer they come, the clearer it becomes; one is male, one is female, and they both appear to be close in age to Forest. Considering what the ranger already knows lies deep within the southern canyon wall of Serpent Gorge, it is easy to surmise that these must be among the party sent along to the tomb of Ekat Kassen on the Quest for the Everflame. But why, then, would they be heading back toward the village, with no Everflame and missing most of what was supposed to be a group of six...?

The pair and the mule they drag behind them struggle to ascend the slope, the slippery rocks and mud making their job no easier. Forest emerges from the treeline and throws down a rope, assisting the struggling youths up the slope.

He knows these people. Jenna Redthorne is a ranger like him- they have gone scouting alongside Arnama Lastrid more than a few times. She has always been a bright and brave girl, with a steady hand and impeccable aim, but now she seems pale, shaken, wide-eyed and brimming with panic. Damien Lambert is less familiar, but still someone Forest knows from around the town- a troublemaker, wasn't he? The odd fellow with the pet rabbit? Yes, he must be, because the rabbit is tucked under his cloak, looking oddly disappointed as Damien lugs him along.

Once safely over the edge of Serpent Gorge and huddling for shelter beneath Forest's tent, the two trembling youths begin telling their tale. After the opening ceremonies, their group- themselves, Artemis Lihanuga, Doreen Crowley, Sariel Patrick Cornelius, and Calia Pevanazee- set out into the Fangwood toward the so-called "Crypt of the Everflame" on their symbolic mission. They first encountered a group of orcs- Forest's skin crawls at the sound of this- but they proved to be mere illusions, designed to test and thrill them rather than threaten. There was a hungry wolf, a body by the lakeshore with freshly-minted money and fancy clothes, a perilous trip down the side of the gorge, and then... the Crypt.

Damien coolly explains the sight of slaughtered horses and ponies outside the Crypt's entrance, then the sight of Masters Gerol and Vark, two of the Mayor's closest friends, who lie slaughtered on the floor in the entrance hall. He tells of how the room was littered with bones that rose up, armed themselves, and attacked the party. He tells of a room full of columns and pit traps, and finding a panicking survivor- the cobbler, Roldare, whose works Forest is wearing at this very moment- and how the poor man had essentially lost his mind.

The rest of the group wished to stay and solve the mystery of what had transformed Ekat Kassen's tomb from a benign proving ground for the youths of their village into a killing field; Damien had thought it wiser to return to Kassen and report their findings, then come back with help. He seems to have no regrets with his decision to leave the rest of the group behind, though his rabbit seems to glare angrily up at him as he tells of this. Jenna, meanwhile, hangs her head in shame and stares at her trembling hands. Whatever she saw in the Crypt seems to have broken her will.

"So," Damien says, "Are you gonna escort us back to Kassen, or what? We can make it on our own if we have to, but..."

Jenna looks up, her eyes reddened from fighting tears. "No! Forest, please- you have to help them. I thought I'd be able to handle it, but... I don't know, the pressure... all the blood..." She shakes the thoughts from her head. "Please. The rest of the group is going to need help. They could all die in there. We'll make it to Kassen on our own-" She cuts Damien's imminent objection off with a raised hand. "-if you can just catch up with them and try to help them." She grabs Forest's sleeve, pleading with him.

"And please tell Doreen I said I'm sorry. I'm not a coward- I swear. I just..." She seems to shrink a bit and sighs. "No, forget it. Just tell her I'm sorry when you see her."

The storm seems to be abating outside the tent; the wind howls less severely, and the rain has lessened, though thunder still booms every few minutes. Navigating the slope down into the gorge might be difficult, but...

I'll drop you in here. Feel free to ask any other questions you might need answered by our two departing would-be heroes; I'm assuming you're going to go help the active party, so you'll need to get down into the gorge somehow. Enjoy!

- - - -

Meanwhile (Laird's Introduction):

This was supposed to be a good time.

The disappointment of not being selected to undertake the Quest for the Everflame had been harsh, true, but the idea of getting to travel to the Crypt ahead of time with Masters Gerol and Vark- along with the town cobbler Roldare, his sister Dimira, and a few others- to set the stage for the mock adventure the "Heroes of Kassen" would experience was a decent substitute. Besides, the mood on the trip to the tomb of Ekat Kassen was quite good. Gerol and Vark, once outside the town, proved to be very funny men, and were far more kind than the people Laird has spent most of his young life working for. In fact, they seemed quite enthustiastic about his presence, and rather than making him the butt of their many jokes, they included him in them- instead choosing to poke fun at the cobbler, Roldare, who it seems is a bit of an odd man with "unusual" tastes... though even he and his sister laughed along without any sign of insult. No one even batted an eye when Woodruff came up; it seemed that the Mayor had already made them well aware of the presence of Laird's unusual friend. It was a pleasant change from the norm.

The entire group had a good time coming up with little twists and tweaks to the traps within the Crypt that would really give the "Heroes of Kassen" a run for their money. In spite of the spooky atmosphere and the dank envions of the tomb, the mood remained light, almost festive, until night fell.

Then everything went to hell.

They came suddenly and silently, surging up from the lower level of the Crypt: walking bones, grinning skeletons clad in ragged armor and wielding rusted, broken weaponry. Gerol and Vark drew their weapons and tried to fight, but they were surrounded and outnumbered. They cried out for the rest of the group to run and hide, and fought as hard as they could. There was one skeleton different from the others- he talked, he shouted hatefully, and there was no doubt that he was the leader of the undead monstrosities; his sword glowed blue in the dim light, and he cut down Gerol and Vark in a swift storm of gore.

That was the last thing Laird saw as he fled. Corners were turned, doors were slammed, and latches were locked- and no amount of banging or scratching from the skeletons in pursuit could get them in.

Unfortunately, a short while after the undead stopped trying to get it, Laird realized that he had locked himself in. The door to the south, at the end of a long, curved hallway, is jammed, and even Woodruff cannot budge it with his considerable strength. Perhaps the undead, in a moment of cruel ingenuity, barred the door themselves.

For the last two days, Laird has been trapped in a room with only Woodruff and a very grim mural of Ekat Kassen and Asar Vergas doing battle amidst a field of corpses outside the Crypt for company. Rations are running low, and the isolation, the thin air, and the sounds of distant moaning and screaming have made any attempts at sleep torturous.

The room has become overly familiar by now. Aside from the large mural, there is a stone bench that Laird has certainly spent more than a little time on it, staring across at that morbid mural. Enough time, in fact, to notice the almost identical golden amulets worn by Kassen and Asar in the painting; not exactly the same, but like two halves of a whole, or two components of a larger item. It does cause the imagination to wander...

And now, at the end of the third night trapped within the Crypt of the Everflame, Laird hears something. It sounds like a battle has erupted a few rooms away- maybe in the entrance hall. It is no large leap of logic that the "Heroes of Kassen" have arrived. After a moment, the sounds of fighting die down... but, a short while later, it sounds as if someone is exploring the chamber on the other side of the north door. The door is still locked, but it sounds as if there might finally be a chance to get out of this hole... after all, wasn't that the room with the pool, and the key to this room was going to be somewhere at the bottom of it...?

You're in the room through the southeast door in the "pool chamber" that the party is currently in. Pardon the situation with the locks, it's the best I could come up with after days of overwork. ;) Welcome to the Crypt of the Everflame, fella!


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

After surfacing several times for air, Calia re-emerges with a splash and a gasp, doggedly paddling for the edge of the pool to sit and recover. Artemis, can you give the rope a try, see if you can pull it up? I don't think we overloaded it - if we'd thrown them all in there it would have been too heavy. She pulls herself onto the pool's edge and catches her breath, glancing over to see Doreen absorbed in her spellcasting.

With a wicked grin, she conjures a large bowl from thin air and dips it below the water's surface, ready to flick it toward Doreen - and then she stops, frozen with the bowl beneath the water's surface, her mentor's words floating through her head. Everyone has their own story, tus menyuam, and it makes them who they are. They are they, and you are you. Understand this, and you begin to see that everyone has something to teach, if you open your ears to listen. Calia could practically feel the playful tweak to the ear Orena had given her. Besides, the humans just don't get the value of a good trick sometimes.

Silently, she releases the bowl; it sinks to the bottom of the pool, and she's left staring at her own reflection in the still water. I'm better now, tus niam tais, because of your story. But she makes it so hard...she doesn't want my help...


'My ears hurt, I can't pop them this deep, my lungs are burning, how can Calia hold her breath this long, she's a lot tough than she looks, I don't want to surface with out her, it looks like were about half done.' Tossing the keys he gathered into the make shift bag, he sees Calia give him the thumbs up. Sariel shifts his body weight, turning and pushing of the bottom of the fountain the rushes to the surface.

Getting out of the water while Calia ask Artemis to "give it a try" Sariel grabs the end of the rope and helps pull it up, grunting as he does so. Pulling the bag out of the fountain, dropping it on the floor water floods the little area where they stand. 'Is she afraid of water or does she really think I am stupid, I should say something, she should swim down now, Artie would go with her, that would be fair. one trip each.' looking up to say something to her, 'How would that help the poor cobbler back in the room, his sister being held somewhere by undead and Jenna and Damien leaving.' All that comes out is "Watch your shoes, Doreen." Sairel stands numbly by as Doreen looks at the pile. When she announces that it's not there he turns to Artimes giving him a pathetic smile."Keep things safe up here, OK?'

Taking up the makeshift bag, he returns to the water and when Calia gives the signal, he dives with her back to the bottom to gather the rest of the keys.


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

Laird exchanges a haggard look with his angelic companion. Woodruff had been so patient, kind and strong all this time and even after all that has happened... They had always been connected above and beyond normal conversation and so the young man nods to the eidolon and moves closer to the door and raps on it three times, pressing his face to the door working his mind to recall the names of the heroes through the fog of exhaustion and fear...

Er...Sariel? Jenna? erhmm..Damien? Who is there?


Angel Eidolon HP: 17 AC/Touch/Flat 16/11/15 | Fort/Ref/Will +4/+1/+3 | Init +1 | CMB +5; CMD 16 | Resistance (Acid/Cold)
Skills:
Perception +4, Sense Motive +4, Intimidate +13, Diplomacy +4

Laird was scared, Woodruff knew. But as the young summoner moved to the door the angel simply nodded and rose to his feet, moving to Laird's side ready to defend if something more sinister waited beyond the door....


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

I imagine there are any number of rumors about Doreen's backstory floating around the village. The truth is among those rumors. People are free to know it if they like.

Idiots.
Thinking they know me.
Thinking they know better than me.
We're all going to die.

"Mind your own business." Doreen snaps at Artemis as he tries to share wisdom with her. "... I'm still here aren't I?"

She hunkers down and waits for the keys to come up. It doesn't take long for her to discover that none of the retrieved keys are the right one.

"This is sadistic. If we live, remind me to kick the mayor in the shins."


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Indeed, it does seem quite sadistic, as an exasperated Sariel dives down once more to haul up the last of the keys. While he is under the water, there comes a most unexpected sound- a knocking upon the eastern of the two doors on the other end of the chamber. Through the thick stone, a quiet voice can be heard: "Er...Sariel? Jenna? erhmm... Damien? Who is there?"

It is a far cry from Roldare's agonized groans of madness from before. Could it be that there is another survivor after all?

Well, obviously, yes. Just a quickie post before bed time.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Calia sighs at Doreen's comment. Yeah, you think it's sadistic for you...you're the one that just has to chant some mumbo-jumbo and wave a card around... She swings her legs to splash back down into the pool, but just as she slides under the water, she hears the faint call. What was that? she calls out, peering over the pool's edge at the door.

If it's a survivor, we need the key to get them out. If it's not...well, Sariel will get out quicker if I help him. She takes a deep breath and dives after him, kicking with a newfound insistence and motioning to Sariel at the bottom to work quickly.


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

Forest listens in disbelief to the two bedraggled adventurers. How could something so benign have gone so wrong? He had never heard of walking skeletons in the Fangwood. "Are you sure the bodies aren't illusions as well, part of the test?" Forest didn't hold much hope fore that being the case. He could probably get back to Kassen faster than these two, but it was so far away it likely wouldn't do those left in the crypt any good, especially if this weather keeps up. He awkwardly tries to comfort Jenna. Words weren't something he was particularly practiced with but he respected her enough to try. "Don't worry. I'm...ah. Trained for this kind of thing." He pats his fathers sword at his side with a smile.

After ensuring they don't need immediate assistance he throws on his mail armor and strings his bow. "The rout back to Kassen has been well traveled in the last few days. Shouldn't have to worry about wild animals. Good luck." He steps out into the rain and trudges to the edge of the canyon while trying to hold his bow under the protection of his cloak. The pitter-patter of the rain on his hood irritates him as he watches the water already washing away the tracks left by the Kassens and their mule. I hate rain.

What sorta options do I have for going down? Have a perception check if you need one.
Per: 1d20 + 5 ⇒ (1) + 5 = 6

wooooah. Didn't notice I chose the same icon as Damien. Hope it doesn't confuse anyone.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Maybe they've been mistaken for one another in town once or twice? It would be problematic, considering Damien's reputation as something of a degenerate...

Forest:
In response to Forest's question, Jenna shakes her head. "No... it was the real Gerol and Vark. They were butchered... and the skeletons were no illusions, either. A few of us were wounded in the fight... and those injuries didn't go away after the battle was over like when we fought the false orcs."

Jenna seems to appreciate the effort of comfort, but seems no less distraught. It is clear that, unlike Damien, who sees his retreat as a matter of pure practicality, Jenna feels as if she has failed somehow.

They have little else to offer aside from further wishes of good luck before taking their mule and heading back out into the withering storm.

The easiest way down is likely the slope that Jenna and Damien came up. That would require a trio of Acrobatics checks- although you can get some bonuses to your checks if you prepare carefully and describe your methods to me. The slope is fairly steep and quite slippery, but luckily you only have yourself to worry about, as opposed to when the rest of the party came down this way earlier. From there, navigating the floor of the gorge should be simple until you reach the entrance to the Crypt... though the rainfall means that there is water running along the floor of the canyon now. You can still navigate it, however; it's more for flavor than anything else.

- - - -

Meanwhile, in the Crypt...

Despite the knocking and calling out from beyond the door, none of the party is quick to respond. Perhaps it is paranoia, but in any case, it seems that whoever is behind the locked door will have to wait a bit longer...

Calia and Sariel succeed in gathering up the rest of the keys, and return to the surface of the pool with a gasp. The remaining keys are spilled out onto the floor of the chamber with a loud rattle, and at last Doreen's spell enables her to pick out the one key that emanates a magical aura. Physically, there is nothing special about it; it appears to be made of the same cheap metals as the other, mundane keys.


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

Right then. Forest removes his sword and pack, unstrings his bow with an annoyed groan, and wraps his weapons up in his hammock. He stuffs as much of the bundle into his pack as he can, making sure the hilt of the sword is available to grab should he need it and throws his gear down into the valley below. He keeps his mail on just in case something nasty waits for him at the bottom. The young man makes the questionably wise decision to take the quick way down. After walking a few meters along to top of the slope so as not to land on his gear, he sits on the precipice and pushes himself off. He begins sliding down on his cloak, using his legs to try and control his descent speed.

Acrobatics 1: 1d20 + 1 ⇒ (13) + 1 = 14
Acrobatics 2: 1d20 + 1 ⇒ (19) + 1 = 20
Acrobatics 3: 1d20 + 1 ⇒ (8) + 1 = 9
Just trying to have Forest display the unmatched decision making skills sixteen-year-olds are know for. I really hope this doesn't kill him T.T


That's the last of them, Doreen will be able to find it now, I hope that improves her mood.' Putting the last handful of keys into the makeshift bag, Sariel pushes off of the bottom of the fountain exhaling as he ascends. Once at the top he climbs out of the water, reaching back and helping Calia out. "Thanks Calia, I wouldn't have wanted to do that alone." Then motioning to Artemis, they pull the heavy bag out of the fountain, once again dumping keys and water all over the floor.

Well if they haven't figured out their shoes are going to get wet I don't think telling them will help. Too tired to bicker, Sariel returns to his gear, not bothering to try and dry off, he dons his armor, weapons, shield and pack. 'If this key doesn't work I may just toss her in the pond.' Then going to the key that Doreen has indicated, nodding and giving a half-hearted smile, he picks up the mundane looking key and approaching the southeast door, where he thought he heard a voice coming from.

'Elastril, let this work.' Key and sword in hand, his halo as bright as he can make it, he places the key in the lock attempting to turn the mechanism, calling out at the same time "Don't shoot! It's me Sariel and I'm here to help, I've got Calia, Doreen and Artemis with me!"


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Calia accepts the offered hand and clambers out onto the pool's edge, shaking water out of her thick orange hair. If she's slightly closer to Doreen than Artemis - well, certainly it's not intentional. Recovering her equipment, she joins Sariel at the door, a bullet already loaded in her sling. He's right - we're the ones sent on the Quest, we're here to help! Assuming you aren't a creepy moving skeleton or another magic trick, that is...


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Artemis grinds his teeth at Doreen's rebuff. As the others return to the surface he holds his tongue and pulls the rope and arranged bundle of keys to the surface. All his growing anger goes into the effort, so much so its as though he pulls the keys up himself.

In short order they turn their attentions to 1st door from where a voice had been heard. On instinct he moves in front of Doreen and readies his shield, holding his spear up in an over hand position to better strike over Calia if needed.

If an enemy...
Readied Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

Laird presses his hear against the door for many minutes, there was still motion but no real response. He though he heard conversation though so maybe there was still hope.

When Sariel yells Laird nods at Woodruff and smiles at the angel as they move side by side. Laird thinks it best to simply stand still in the center of the room and it appears that his eidolon agrees.

Just me, Laird...and Woodruff. We uh...well thank the gods you are here.

Laird wanted to close his eyes, suddenly frightened that whatever might open the door might be less than friendly and merely playin tricks...


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Strange to run into allies.
Not that I have any.
Especially not after today.

"You're all just lucky I'm not what everyone says I am." Doreen mutters as she gets to her feet. She walks out of the way of the door, in case people start firing as it opens.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

GM Screen:
1d4 ⇒ 3

Outside...

It might not be the safest way down the slope, but it is certainly one of the quickest. Forest's perhaps ill-advised moment of daredevil ingenuity sends him rocketing down the rain-slick slope into Serpent Gorge at a distinctly unsafe speed. For most of the way down, it works like a dream.

And then he catches on a rock and takes a tumble. Turning end over end, he misses a nasty-looking tangle of brush but trades it for a large rock jutting up from the muck. After a painful crunch and another few moments of tumbling, Forest finds himself staring up at the stormy sky, his vision framed by either side of the gorge's canyon walls. The Good News: you've made it to the bottom without dying. The Bad News: you took 3 points of nonlethal damage from that tumble.

Soaking wet and flecked with mud, Forest pries himself up off the foot of the slope and finds that there is now a stream of rainwater running along the bottom of the gorge. Navigating around it is not so difficult, but it does make the trek a bit harder than it should be.

Eventually, as he makes his way deeper into the gorge in the direction Jenna and Damien came from, he sees a stone archway carved into the southern canyon wall. At the top of the archway, there is an emblem of a flame with a stylized rune within. Outside the arch, lying in the midst of the ever-deepening stream, is a gruesome sight, and the first true indicator of the horrors the two youths had described: a pair of horses and a trio of ponies lie slaughtered, looking as if they were slashed apart by swords or claws.

- - - -

And within the Crypt...

With the conundrum of the pool of keys solved, the group moves to the door in response to the calling from beyond. As the enchanted key is inserted into the lock, it turns with minimal resistance, and sound of the latch releasing echoes through the chamber. The door lurches open...

The glow from Sariel's halo nearly blinds Laird as its illumination spills into the room. Weapons remain raised for a moment before it becomes clear that this is, in fact, the odd and isolated boy from Kassen and not some undead beast with a knack for mimicking voices. Standing next to Laird is the mysterious youth known as Woodruff- an elusive figure at best, one of whom there are many rumors in Kassen. And yet here he stands, protectively positioning himself between Laird and Artemis' spear, though there seems to be no aggression on his features.

I'll update the map to include the chamber Laird was trapped in shortly; gotta change to a different computer. ;)


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

As Sariel opens the door to reveal Laird and Woodruff standing behind, Calia sighs audibly in relief, and for a second she's fighting the urge to dash past Sariel and take Laird out at the knees with a bear hug. Boy, are we glad to see you. It's been a heck of a day...but then, it looks like yours has been just as interesting. You guys ok? How long have you been in there? Do you know of anyone else that s-survived? Is there anything you need? Oh, I'm so glad someone else made it through those skeletons...


was there any other exits or anything interesting in the room that Laird was in?

'thank Erastil it is someone we know'Sariel nods to the two boys "hey Laird, hey Woodruff, glad to see you, hope this has gone better for you than us." He quickly looks around the room then turns to the two new comers, pointing at his halo, "Weird things have happened some good some really terrible, were still trying to figure it out."

Turning out of the doorway he answers Doreen, pointing at his halo again when he mentions 'surprised'. "I don't know what everyone says you are, I don't listen to everyone, most of them just call me pig-boy, won't they be surprised."

Tossing the key in the air and catching it he continues. "I am just glad that you could tell which key it was, even if Calia and I had to swim to get it. Do you think it will work on the other door too?" Tossing the key and catching it again he walks over to the other door, calling over to Laird,"Hey Laird, do know if anything is in here?" As he asks he attempts to unlock the second door an look inside.

perception: 1d20 ⇒ 18


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Map updated!

Aside from a stone bench in the center of the room, the only thing to be found within the room is a beautifully-rendered but grisly painting that depicts what appears to be the final battle between Ekat Kassen and Asar Vergas, his traitorous old friend that laid siege to what was then known as Kassen's Hold. The painting shows the two warriors in the midst of their fateful duel, dozens of slain mercenaries and villagers at their feet. After a good look, you notice a detail that seems of particular interest: both Kassen and Asar wear golden pendants that are nearly identical... perhaps two interlocking halves of a whole. Considering the nearly lifelong friendship the two had once shared, it seems fitting somehow that they possessed these matching pendants.

The door at the end of the long hallway does not budge, though it does not seem to be locked. Perhaps it has been barred in some way?


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

Forest tilts his head and tugs on his earlobe, trying to get the mud and water to drain from his ear. "Not the most graceful descent." he mutters to himself. Breathing a bit harder than normal from the trudge through the mud, forest takes a few moments to examine the bodies. What a waste. Why didn't they try to run?

Anything worth noting about the bodies? I assume there's nothing left as far as tracks.
Per: 1d20 + 5 ⇒ (6) + 5 = 11
Survival: 1d20 + 5 ⇒ (5) + 5 = 10

If nothing catches Forests eye outside...
Forest steps under the archway and lights a torch before heading inside.
I assume it's dark inside?
Per: 1d20 + 5 ⇒ (2) + 5 = 7
hmm the fall seems to have damaged Forests eyes.


did the south west door open from the key?


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

Laird breathes out a sigh of relief, Hard times indeed! I...uh...well.. The young man struggles with the sudden onslaught of questions and realizes how frazzled he had been. Talking to Woodruff was never the same as talking to others and the sudden emergence of light and chatter was almost too much...

I'm not sure how long I have been here? A couple of days? I was part of the group set to prepare the Crypt, a...consolation prize of sorts for not being selected to participate with you...there were creatures, things. We tried to fight but too much happened. Too much violence. We ran here and then found ourselves trapped. We haven't been able to leave and things tarted so soon after we arrived...I have little knowledge of the place.

Laird sighs having ejected his story, however piece meal it might have gotten out.


Angel Eidolon HP: 17 AC/Touch/Flat 16/11/15 | Fort/Ref/Will +4/+1/+3 | Init +1 | CMB +5; CMD 16 | Resistance (Acid/Cold)
Skills:
Perception +4, Sense Motive +4, Intimidate +13, Diplomacy +4

Woodruff brightens at the greeting from Sariel, Hullo! but otherwise Woodruff does not move from Laird's side or over much except to nod as the summoner tells their story. The angel looks over his companion with sympathy as though he can feel all the hurt and confusion that Laird offers to the others and simply stands by his friend.

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