Byden |
"Ha, well if nothing else at least we can take these back for their pelts," Byden concludes, inspecting his wound and sloshing some of the contents of his waterskin onto it.
He then moves forward cautiously sword in hand looking for the wolves den,
"Hope they've not made a meal of any of the local teenagers."
Rollibard "Ratchet" Piper |
"Seems strange." Ratchet muttered, retrieving his javelin.
"Don't know much 'bout critters, but it don't make no sense tha' they'd fight t' th' death. Were they starvin'? Did we have 'em cornered? Why would they attack us when we outnumber 'em? They didn't even growl as a warnin' or run when they got wounded."
GM Fanguar |
Searching around you find the following (No need for perception rolls, unless you all roll 1s you'll find all this stuff)
- Squeezing past the stones from the partially collapsed ceiling, you enter the wolf den. Rubble and refuse litter the den, along with hundreds of bones from past meals. While most belong to small animals, a few are unmistakably humanoid. Rooting around in the mess turns up a half rotten backpack that holds an ornate lantern inset with glass panes. Byden's sharp eyes pick up a glint of metal, which turns of be a delicate silver armband of elven craftsmanship.
- Scouting the alcove to the west, you find a raised dais overlooking a faded fresco covering the walls. The painting gives the impression that you are standing in a massive room with seven short hallways radiating outward from a central point. A chain dangles from the ceiling at the end of each hallway, and each chain bears a gleaming lantern. Darkvision is black and white, so you can't tell colours
- The northern archway is completely choked with cobwebs and teems with tiny spiders. Peering through it, you can see a short flight of stairs before opening up into a larger chamber. The source of the green light appears to emanate from that room.
In the midst of you exploration, you see a flare of torchlight and the sound of approaching footfalls. You tense up, preparing for trouble, but the a whispered voice calls out. It's Toban. He had been a little non-committal during you preparations to investigate the cairn and so you had set out without him, but in the end he's decided to join in the adventure.
Rollibard "Ratchet" Piper |
"Tobin. Nice o' ye t' join us after we were almost eaten by wolves." Ratchet grumbles in in his usual charming way while he inspects the ornate lantern.
Nice craftsmanship. Gonna hang onto this.
Adotiln Trannyth |
'Gather 'round lads and I'll give ye some healin', Adotiln claims heartily, after the last of the wolves has been finished off (and made sure they're dead, not just negative hitpoints :p)
Channel Positive Energy1d6 ⇒ 5
He then proceeds to inspect the room, particularly intrigued by the fresco.
Byden |
Grunting his thanks at Adotiln Byden moves forward into the den and bends down to pluck the silver armband free rubbing the grime from it with his cloak and holding it up to show his comrades,
"Getting more profitable by the minute, looks fancy, elven maybe? Its flouncy enough."
When Toban arrives he releases his sword and nods,
"Ye made it then. What do we make of this? Do we think our lantern we just found matches these others? Some sort of key maybe? Or should we explore the open path first?"
Rollibard "Ratchet" Piper |
"Yep. Looks like this goes there." Ratchet said, pointing out the obvious. "Ah still think we should do a quick sweep o' th' area b'fore we try t' repair this lantern thing. Don't want t' git interrupted."
Rollibard "Ratchet" Piper |
"Aye, works fer me." Ratchet says, going back into his scouting mode a ways ahead of the group.
Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 5 ⇒ (2) + 5 = 7 +1 for traps, +1 for stone-related things
Apparently I have something in my eye...
Adotiln Trannyth |
'Lads, if'n you be wantin' to try move quietly I might have to go te tha back' Adotiln says, looking at his chainmail. He takes up the rear, making a comical sight as he tries to tip toe as carefully as he can behind.
Stealth: 1d20 - 5 ⇒ (8) - 5 = 3
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Rollibard "Ratchet" Piper |
Just because I'm stealthy up feet ahead doesn't mean you guys have to be. That's the whole point of scouting. I'll check things out and report back. If I get seen, you all charge in as un-stealthy as you like.
GM Fanguar |
I gather you are pressing on into the room with the light...
Ratchet pushes his way through the thick cobwebs choking the archway.
A wide stairway descends into an immense domed chamber. Seven short tunnels brach from the room in all directions, extending in some thirty feet before ending in rounded walls. A the end of each passage a thick chain dangles from the ceiling. Five of the chains bear ornate lanterns, but two end in empty hooks.
Oposite the entry stairs, a bright lantern, containing what appears to be a torch, casts weird murky light about the room. Countless chips of glass inset into the chamber's domed ceiling reflect this light, giving the impression of starlight and falling snow. At its maximum, the ceiling extends 30 feet above the center of the room.
Below the dome's peak, a long dais holds what appears to be a marble sarcophagus. A milky white bas-relief figure, perhaps a human, rests passively upon it's lid. Unlike the rest of the tomb, this room is eerily silent.
There's a lot going on in this room, so let me know what you're checking out and, of course, give perception rolls when you do so. Thanks.
Toban Ragemont |
Toban silently nods his head at those who greeted him, keeping up his silent demenor. He follows the group and then explores the tunnels as they spread out from the main entryway. Coming back from the last of the tunnels he scratches his head.
"How many lanterns have been found? Because there seem to be two missing. The others can be found at the end of these walkways." he says.
Rollibard "Ratchet" Piper |
Take 20, check the sarcophagus and the area around it for traps.
Ratchet's beart practically split across the middle from how wide he was smiling.
"Ah. Now wha' d' we got here? Don' touch yet. These things 're often rigged, or so old they c'n be dangerous t' try t' move."
Adotiln Trannyth |
Adotiln clunks into the room and stops, staring in wonder at the patterns of light, 'Well I'll be...' he mutters, before shifting his attention to the bas-relief figure on the sarcophagus.
Knowledge rolls to determine if he recognizes the figure at all.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Knowledge Arcana: 1d20 + 1 ⇒ (3) + 1 = 4
Knowledge Religion: 1d20 + 5 ⇒ (14) + 5 = 19
GM Fanguar |
@Grimmuk: The sarcophagus glows with a magical aura.
@Ratchet; Running your fingers around the edge of the sarcophagus, you detect the telltale tingle of a magical trap. (Can you just tell me what your Take 20 score is in the future, makes my life easier)
Examination of the sarcophagus, reveals that while humanoid, the being depicted in the bas-relief is not one you are particularly familiar with. The figure is dressed in flowing robes and wears a carved scarab shaped amulet with a glyph carved in it. Up close, it becomes obvious that the raised platform that the sarcophagus rests on is shaped like an ornate arrow, which is currently pointing towards the one of the hallways. Getting down on hands and knees Ratchet sees that the arrow platform doesn't quite touch the floor.
The figure has the smooth features and windblown looks of the Vaati, the ancient and powerful Wind Dukes of Aaqa, the elemental plane of air.
Rollibard "Ratchet" Piper |
"Ah def'nitly got a trap 'ere, an' th' platform 'ere, it ain't sittin' on th' floor."
Sliding his satchel around to the front, he unsnapped the clasps and let it unroll down his chest, displaying numerous tools.
"Back up a ways. I'm gonna see if'n ah c'n figgure this out."
"Grim, C'n you do tha' magic-seein' trick an' tell me anything ye c'n make out?"
I'm going to wait for grim before deciding if this is a trap I can try to disable. If it's a big spell it might be beyond what I can deal with.
Adotiln Trannyth |
Not recognizing the figure Adotiln is content to let those with more experience in these things mess around with traps, 'I'll be inspectin' these hallways, I'll come runnin' to put yer corpses back te'gether again if'n I hear screamin' he proclaims and heads down each hallways having a sticky beak.
perception: 1d20 + 4 ⇒ (8) + 4 = 12
Also, checking the color of the lanterns dangling at each chain, if they're coloured are they in the same sequence as the fresco depicted earlier, if not what sequence are they in. If the light down there is too dim to establish this I'll cast light on my warhammer
Rollibard "Ratchet" Piper |
No problem." Ratchet says with a nod. "Git clear, an lemme borrow yer shield."
"Give it a sec once it goes, we don' know if it'll reset itself."
Ratchet rigs up a sort of deflector, putting the shield angled upward in front of where he thinks the spell is most likely to emanate from in hopes of redirecting the flames, then stands off to the side and purposefully triggers it with a pole.
Disable Device: 1d20 + 7 ⇒ (12) + 7 = 19
Rollibard "Ratchet" Piper |
I wasn't sure there was much of a difference. In my previous experience, disabling a trap usually meant tripping it in a way that rendered it's effects harmless. I'll let you decide what the results of my roll mean and accept the singed beard if I failed.
GM Fanguar |
@Ratchet: There is, since if you fail a DD check by enough, it goes off in your face. Conversely, if you pass it by enough, you can bypass the trap without disabling it and leave it armed for the next person who passes. In this particular case it doesn't matter, since unless you have a 20ft pole, you're going to get caught in the flames that shoot out of the sarcophagus.
Fire trap: 1d4 ⇒ 4
DC11 Ref save for half (give yourself a +2 save bonus for the deflector.)
Byden |
Byden stomps forward and retrieves his shield, licks the end of a gauntleted finger and scratches a snarling face into the veneer of ash.
"Well then what next? This thing is shaped like an arrow, maybe we can point it a different way? Should I give it a go?"
GM Fanguar |
@Ratchet: I would Imagine that the flames shoot out in all directions. It's a trap based on burning hands, that doesn't mean it has to follow the exact same rules as the spell, as is the case with magic items. Actually, I'm pretty sure that magic traps count as magic items.
Anywho, what do you want to do next?
Adotiln Trannyth |
Adotiln finishes examining the hallways and makes it back just in time to watch Ratchet singe himself. He watches with mild amusement, as it appears the flames weren't too bad, and Ratchet seemed quick enough on his feet. 'Gonna take you a lil' while to grow tha' beard back' he rumbles, 'If your done playin' with fire, these hallways each have a lantern in'em like that fresco back there, same order, 'cept they're missin' the Indigo and Red lantern's. The green one seems lit, but the light dunna burn, unlike Ratchet over here.'
Byden |
Byden growls under his breath and sets himself against the tomb pushing to see if he can turn the arrow around,
"Rrrrrargggh come on, come on."
Str Check: 1d20 + 4 ⇒ (17) + 4 = 21
GM Fanguar |
@Grimmuk:It's pointing at the orange lantern.
There is a bit of resistance at first, but with little effort, the whole platform begins to rotate clockwise. When the arrow points towards the yellow lantern, there is a slight resistance in the motion of the platform and a great rumbling begins beneath your feet. A stone cylinder begins to slowly rise out of the floor beneath the yellow lantern.
The rumbling continues for a dozen seconds or so, with the column rising higher and higher. When it reaches a hight of 8 feet, the rumbling stops and a a few heartbeats later, two thin doors slide open to reveal an empty chamber within.