GM thunderspirit |
I'll presume it's back to the Crypt then.
The trip to the Crypt is fairly uneventful, although Valgrim's sharp eyes keep playing tricks on him, seemingly; he continues to see shadows darting just outside his line of vision, never able to focus on what he thought he saw.
The colossal pile of bones remains exactly where you last saw it, with no sign that the skeleton has been disturbed in any way. Bassy's key unlocks the door, which swings inward with an ancient groan. Inside is an alcove, about five foot deep, into which a five-foot around shaft descends into the ground.
Mordenaar |
"We should decide now, are we a silent strike team, or the cavalry? I'm good with either, but I can't decide for you. If we're silent, I'll go by candle light. If we're the cavalry, would someone mind casting a spell of light on a pebble and tossing it down there?"
Kinn |
Kinn arches an eyebrow at Mordenaar as if to say, 'Yeah right.'. He turns and looks at Achmed. "Achmed?"
He uncoils his rope from his pack and knots it every foot or so.
GM thunderspirit |
Achmed sees that the shaft descends about 30 feet or so and opens onto a stone floor below. The sides of the shaft itself are rough-hewn, suggesting the climb down might be made easier.
Endar the Entertainer |
Endar gladly lets Mordenaar take the lead, given how much damage he and Compy have taken and had healed up during this adventure so far.
GM thunderspirit |
With Kinn's knotted rope, Mordneaar has little difficulty descending. The dim light from above makes seeing difficult, although just next to him he can make out what seems to be a statue of a rearing warhorse, made of a polished stone of some sort.
Mordenaar will need a light source to see anything more.
Kinn |
Kinn climbs down after Mordenaar and rummages through his pack. "Hrm. I have... a candle?"
I am ordinarily much better prepared for light needs but apparently I forgot on this character. I do have low light vision though.
GM thunderspirit |
I'm okay with presuming you guys prepared in town for the delve; you knew you were heading to a crypt.
Endar the Entertainer |
Endar lights a torch. "I prefer to go old-school... the flickering light looks so much nicer on the walls of a good cavern, ya know."
GM thunderspirit |
Kinn drops the sunrod down to Mordenaar, who can now get a view of his surroundings as the rest of the party starts to climb down.
The oval chamber has a statue of a rearing warhorse, probably made of marble, in the eastern part. To the west, a pair of statues which resemble servants, perhaps footmen, stand on either side. Two large alcoves extend north and south, each containing two child-sized sarcophagi.
Valgrim |
apologies- had my kids for the weekend
Valgrim waits for his turn to go down the rope. Once at the bottom he assists in searching the surrounding area.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
GM thunderspirit |
N 1, S 2: 1d2 ⇒ 2
The statues don't appear to be remarkable, merely a tribute to the Belhaim servants in Tula's lifetime.
Mordenaar heads to the south alcove and discovers little more than the sarcophagi therein, while Valgrim finds a secret door in the western part of the chamber.
Kinn |
Kinn pauses in the main chamber. He breathes in the dusty, stagnant air of the crypt. He tries to feel his surroundings rather than simply see them.
By the Light of the Dawn, I will find any evil that dwells here.
Detect Evil scan.
GM thunderspirit |
Kinn's detect evil doesn't ping, nor does Mordenaar's Perception check.
Valgrim |
Valgrim readies his bow in preparation of going through the secret door... after Mordenaar of course.
GM thunderspirit |
The room beyond the secret door is empty, except for a spiral stairway descending through the floor.
GM thunderspirit |
Mordenaar slips on a crumbled bit of stone and tumbles down the stairs.
Seriously, dude. You roll Stealth checks like Jeff rolls...well, everything. LOL
The sunrod and torch illuminate a large chamber with a huge mosaic of a red dragon inlaid on the floor. To the north lie three circular alcoves, each with a single pillar of black marble in its center. To the south lies another alcove, this one larger, with a spiral staircase descending further into the crypt. Four stone sarcophagi sit on the floor of the south side of the main room, two on either side of the alcove entrance.
Mordenaar |
Mordenaar does for some reason, and only him... I wonder if the dice generator is linked to some aspect of the character, like portrait or characters in name...
-Posted with Wayfinder
Kinn |
You'd think he'd have learned to Take 10 on Stealth by now...
Kinn follows Mordenaar down the steps and tries to get a sense of the air down here. Detect Evil scan.
Perception: 1d20 + 2 ⇒ (8) + 2 = 10
Valgrim |
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Stealth: 1d20 + 6 ⇒ (5) + 6 = 11
Valgrim follows Mordenaar and points out the writing in the mosaic's center..."I think it reads- Red Azramo — Give the Dragon Her Due". Valgrim also stumbles on the same stone that got Mordenaar.
GM thunderspirit |
Kinn finds no evil lurking within his line of effect.
Valgrim's words echo loudly throughout the chamber, but fade away without response, as the crypt returns to its silent state.
Kinn |
"Give the Dragon Her Due..." Kinn murmurs, deep in thought. "A swift death?"
He points at the tile. "This depicts a red-scaled dragon, yet the legend of Tula involves a black. Perhaps the legend has been twisted by time. Let us see what is in these alcoves and sarcophagi hold." He looks to the scouts.
GM thunderspirit |
Mordenaar: LOL! You'll need some Acrobatics checks to get over the mosaic, if that's your goal, with the standard DC. Feel free to move his pog about when you make them.
Kinn recalls some of the legend of Tula Belhaim and surmises that this likely represents other dragons her company slew in their time.
Mordenaar |
It looks like I can get to all but the bottom alcove by T10=17. I've moved myself to the first one.
Mordenaar looks at his companions before muttering "Rule #159" and leaping to go search.
GM thunderspirit |
Mordenaar makes his way over the mosaic with ease, and peers into the alcove. The pillar in the center of the room appears to be fashioned of highly polished black marble, and has dozens of niches, each of which contains an urn.
GM thunderspirit |
The urns fit within each niche very neatly, with little room on any side. Each is decorated with stylized dragons and bears a tarnished engraved nameplate before it.
Mordenaar |
Not enjoying being this far out from the party, Mordenaar pays closer attention to what he's doing (and flashing back to Endar's horrible experiences previous to this.)
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Valgrim |
Valgrim follows the others taking the time to avoid stepping on the dragon artwork on the floor as much as he can, out of superstitions.
GM thunderspirit |
Endar holds the rest of the party back long enough to check for traps...
1d20 + 7 ⇒ (7) + 7 = 14
...and gives the all clear.
Acrobatics — Valgrim superstitiously tries to avoid the mosaic and move over by Mordenaar: 1d20 + 3 ⇒ (9) + 3 = 12
Valgrim stumbles on his landing and falls prone onto the mosaic, but nothing happens!
Acrobatics — Kinn does the same: 1d20 - 3 ⇒ (20) - 3 = 17
The half-elf deftly makes his way over the mosaic as well.
Acrobatics — Endar's turn: 1d20 + 9 ⇒ (4) + 9 = 13 Haha, isn't it ALWAYS Endar...?
Endar tries a flourish as he moves over the mosaic, but lands awkwardly and falls backward! Spirals of fire lance and blast through the room!
fire damage: 3d6 ⇒ (3, 1, 3) = 7
Affects Valgrim, Endar, and Achmed. DC 15 Refl save for half.
Endar the Entertainer |
Sorry for the delay, didn't realize it was my turn to do stuff LOL.
Reflex: 1d20 + 5 ⇒ (18) + 5 = 23 Endar is able to avoid much of the damage from the fire, then springs to his feet. "Sorry about that, friends! I really must practice my flips, no?"
GM thunderspirit |
As the fire dissipates, Endar, hears a very soft sound, rather like that of a winch. Meanwhile, Valgrim, now back on his feet, nudges Kinn and points to the rapidly-closing small holes along the wall from which the fire erupted.