Deldhindon Duskmere |
Ummmm... there's a set of stairs, NOT surrounded by dead bodies, right? Rather than make his way up the cadaver ladder, Deldhindon will head to the stairs and see where they go.
They go up.
GM JChapman |
My bad, forgot to mention this:
The steps in the cellar seem like the most obvious exit, but a fallen wall above has blocked the way out. Anyone who climbs to the stair’s landing or higher can clearly see the heaps of rubble choking the passage above.
The only exits from the cellar (which is the room full of bodies) are back where you the prison cells are or... through the chute.
Alternately, there's the shaft above the furnace. It seemed climbable.
Of course, neither direction leads to an obvious destination.
Deldhindon Duskmere |
Deldhindon slowly makes his way up the pile of dead bodies, scarf tied around his face and using his quarterstaff to poke ahead of him to ensure stable footing.
GM JChapman |
The group climbs over the rotting remains and into the chute. Although a bit narrow, the climb isn't very difficult. Working your way to the top, you step out from the chute and into a large shed. The shed, mercifully, is unlocked. Beyond lies an open courtyard.
Trampled flowerbeds lie smeared and squashed across this muddy courtyard. On all sides, stark gray walls climb toward a narrow gap of sunless sky. Being free of that oppressive, corpse-filled dungeon should raise your spirits, but somehow the sky seems to bear down on your mood even more.
Johari sees from his position that fallen walls to the north obstruct the path in that direction. There is also a door to the west, by the shed door.
Map updated.
1d6 ⇒ 2
1d10 ⇒ 3
A heavy, unusually warm rain falls on those outside the shed. After a few moments, an explosive peal of thunder shatters the quiet! DC 12 Fort saves, please.
Deldhindon Duskmere |
Fort: 1d20 + 1 ⇒ (13) + 1 = 14
Deldhindon cringes at the concussive shock of thunder washes over him. He stands up straight, scanning the area, none the worse for wear.
Dr. Wellstone Quant |
DC 12 Fort: 1d20 + 3 ⇒ (7) + 3 = 10
Wellstone is still in the doorway to the shed when the thunder hits, and the echo from inside gives him a brief bout of tinnitus. He claps hands over his ears a moment, the pain obvious on his face; but he makes no sound.
Aloysious Johari |
Fort: 1d20 + 3 ⇒ (14) + 3 = 17
The crack of thunder is surprising, but the slayer grits his teeth against the ungodly noise.
can't see the other door on the map, but moved where it might be...
Johari listens at the door.
perception: 1d20 + 4 ⇒ (18) + 4 = 22
GM JChapman |
The patter of rain and the rolling thunder make it hard to tell, but after a few moments with his ear to the door Johari concludes that all is silent.
Zadok Obed Mlaştină |
FORT: 1d20 + 4 ⇒ (8) + 4 = 12
Zadok stands tall under the pall, but he winces as the sound presses his ears. With blade drawn, he nods to Johari. What is this place? What weird has brought us here?
Zadok Obed Mlaştină |
The occultist nods.
-Posted with Wayfinder
Deldhindon Duskmere |
Nervous about what may await them outside and seeing the others bracing to charge through the door, Deldhindon slinks into the shadows and hides. Ready, of course, to aid his companions immediately if needs be.
Stealth: 1d20 + 3 ⇒ (5) + 3 = 8
GM JChapman |
Wellstone takes a moment to inspect the door, finds that there is no long engaged, and lets Johari open the door.
The muted light from outside reveals a section of a hallway. Broken lanterns and several battered doors line this cold, rubble-strewn hall. To the south the dim light barely reveals a pair of swinging doors lies shattered upon a 4-foot-high heap of wrecked furniture clogging a broad doorframe.
Map updated
Zadok Obed Mlaştină |
"What IS this place?" and if we die here, do we become bones and forgotten memories? Zadok points with his blade, "There to the south. In this macabre place swinging doors worry me more than locked doors. Let us check it out." Perception: 1d20 + 4 ⇒ (19) + 4 = 23
GM JChapman |
Zadok steps into the hallway. The light is dim where he stands, and total darkness greets him to the north.
"Whoa, there! We got more here!" a voice says from the other side of the wrecked furniture, which now seems to be functioning as a barricade. Zadok cannot make out any details, but he does here movement of several individuals, probably three or four... as well as the distinctive cranking of a crossbow. "Don't you dare come any closer."
Zadok Obed Mlaştină |
"I'll heed your words, but your caution marks you as likely friend over foe.... likely. Please we mean you no harm. Might we parlay without the threat of impalement?"
GM JChapman |
A couple voices beyond the barricade speak in hushed tones, though Zadok does hear one voice say, "... best we get York."
After a few moments, the sound of footsteps increases and another voice says, You there, draw no closer and leave. We'll not have any funny business from you lot."
Dr. Wellstone Quant |
Wellstone follows Zadok and likewise pauses as he does when addressed by the barricade voices. He leans in to whisper, I'd rather have more friends than more enemies myself. Here's hoping that's the case here.
Aloysious Johari |
Johari doesn't like the thought of assaulting a group of unknown strength, with at least one crossbow, in a fortified position, so he quells his pugilistic tendencies and growls out to the unseen folks.
We just escaped from the basement, or dungeon, or whatever. We don't know what the FOCK is going on...we don't want trouble with you. Maybe we can help each other.
In what he thinks is a conciliatory gesture, he lowers his sword (but it remains in his grip).
GM JChapman |
"There's more than one," someone says as Wellstone emerges and Johari speaks. The sound of shuffling feet can be heard.
The voice of the man who must be York speaks up again. "Basement, you say? And how do I know you lot aren't a bunch of shapeshifters?"
Aloysious Johari |
the same way WE know YOU'RE not--you don't. But if the shapeshifter--or "ers"--are your enemies, and they're ours too.... He takes a breath, sheathes his sword, and faces the barricades with arms low but extended away, palms out.
Rather die facing it than strapped to a table. Make it clean, or come out and talk. Your choice
GM JChapman |
There's a pause as York seems to think about it. "Yeah, okay. But not just one. You bring a few dead doppelgangers, then maybe we'll rethink whose side you're on."
Zadok Obed Mlaştină |
The occultists lights a torch before moving to the next door and listening Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Aloysious Johari |
There's a pause as York seems to think about it. "Yeah, okay. But not just one. You bring a few dead doppelgangers, then maybe we'll rethink whose side you're on."
the slayer shakes his head. Wow. How generous of you.
He redraws his sword, and takes stock of the rest of the room for further egress.
UPDATE: listen to the door of the right of the one we came in
perception: 1d20 + 4 ⇒ (20) + 4 = 24
GM JChapman |
Zadok takes initiative and moves down the hallway to the north, illuminating a torch as he does so. He listens in by a doorway, and is greeted with silence.
When Arryn speaks up to offer healing, he's greeted with more shuffling feet. York replies, tersely saying, "We're fine. And offering healing is just the type of thing a shifter might say to get in our good graces."
Zadok Obed Mlaştină |
Zadok makes a quick expression of agreement, "They're not wrong. Come, let us find the heads of our wardens and separate them from their bodies."
The occultist then opens the door.
GM JChapman |
Johari arrives beside Zadok as he opens the door. The two see the remains of what was probably a storage room. The space reeks of chlorine and is heaped with fallen shelves and broken containers.
Zadok Obed Mlaştină |
"The relics of the past can show us the path to the future. Let us look around for items of weal." Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Dr. Wellstone Quant |
York replies, tersely saying, "We're fine. And offering healing is just the type of thing a shifter might say to get in our good graces."
...it's difficult to dispute that logic. Although, by that rationale, everyone might be a doppelga...oh.
Wellstone joins the group looking about.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
GM JChapman |
With three of you taking turns searching the storage room, the hallway descends into darkness for the others. Most of the items are broken, but you discover a few useful items: a lantern, a hammer, and three winter blankets.
Zadok Obed Mlaştină |
Zadok grabs a blanket and the hammer and puts them in his pack. He then waves his sword onward. Perception: 1d20 + 4 ⇒ (18) + 4 = 22
GM JChapman |
Silence greets Zadok, so he opens the door. On the other side is a similar storage room. The same smell greets him, and there is refuse littering the room.
Zadok Obed Mlaştină |
Zadok whispers to himself, "What demon hath formed this abominable void, this ....soul shuddering vacuum? Some say it is Urizen, but unknown, abstracted, brooding secret the dark power... hid."
GM JChapman |
With what feels like weeks of time passing as Wellstone and Zadok stand at the door, it comes as a surprise to both when from under a tattered tarp come two massive, many-legged creatures!
Enemy: 1d20 + 2 ⇒ (19) + 2 = 21
Arryn: 1d20 ⇒ 12
Deldhindon: 1d20 + 11 ⇒ (3) + 11 = 14
Johari: 1d20 + 2 ⇒ (12) + 2 = 14
Wellstone: 1d20 + 3 ⇒ (5) + 3 = 8
Zadok: 1d20 + 3 ⇒ (13) + 3 = 16
GM JChapman |
Quick on their feet, the giant centipedes forward to attack Zadok!
Centipede (Red): 1d20 + 2 ⇒ (3) + 2 = 5
Centipede (Blue): 1d20 + 2 ⇒ (6) + 2 = 8
Their lethargy at being woken by booted feet is enough to keep Zadok safe.
ROUND 1:
Enemy: Miss
Zadok: GO
Deldhindon: GO
Johari: GO
Arryn: GO
Wellstone: GO