DM Carbide |
Warren's avarice is left unsated, though, as the halfling realizes the supposed "gems" are only well-sculpted marble.
Which begs the question of how you can tell they're supposed to be gems; in other illustrations they're shown as cabochon cut and not faceted, so on the statue they could just as well be bumps on his forehead. Like a half-Klingon, or something.
DM Carbide |
What now? You have a plethora of concealed doors in here to choose from, as well as the two more obvious sets of doors. You can also go back the way you came, as there are two locked doors back there along with an unexplored hallway.
Incidentally, this will likely make no difference in your decision, but I (and the module author) missed something. The small room between the two secret doors is actually quite tall, with a ladder down one side. You entered the room some thirty feet above where you exited.
Warren Peace the Little |
What now? You have a plethora of concealed doors in here to choose from, as well as the two more obvious sets of doors. You can also go back the way you came, as there are two locked doors back there along with an unexplored hallway.
Incidentally, this will likely make no difference in your decision, but I (and the module author) missed something. The small room between the two secret doors is actually quite tall, with a ladder down one side. You entered the room some thirty feet above where you exited.
So we found those doors, or are they not secret from our side?
DM Carbide |
Which doors are you talking about?
DM Carbide |
Which ones? The ones in the large room, or the ones back the way you came from?
DM Carbide |
As noted above, the doors behind the statues in the cathedral are concealed from the cathedral side (i.e., the side you're on now). Jack spent some time and took 20 on a bunch of Perception checks to find them, so all have been identified. You haven't opened any except the one you originally came through.
Dave the Mariner |
Dave looks around at the statues and general grandeur of the room in awe. As he sees the indecision of his companions he decides to take action and moves to the nearest statue and begins to push it aside (if allowed take 20' on strength check taking 2 minutes to slowly move the statue)
str check: 1d20 + 3 ⇒ (13) + 3 = 16
Dave the Mariner |
There isn't hesitation in-character, just posting questions back-and-forth out-of-character that takes time.
understood..this is PbP and I'm not expecting everyone indeed anyone to post as frequently as I do. My post was just a reflection of Dave's no non-sense attitude of; (for lack of an immediate better expression) "get er' done". Please, and this includes Jack or anyone I may have ruffled some feathers..play at the pace you are comfortable with and enjoy. If I'm pushing the envelope of what's fun for you all I'll scale my post back to one a day with little to no in character thought. I am actually completely un-spoiled in Gods mouth Hersey accept for the fact I remember someone mentioning something about the finale BBEG (which I won't spoil for anyone). Dave(me) is merely trying to push the action a little forward so we can actually complete this adventure. (it feels like it's moving slow but perhaps I've been spoiled in some faster moving PbP games) Regardless, play at a pace your comfortable with and of coarse the GM requires. A convey can only move as fast as the slowest ship..so it goes with PbP..I'm content to go over our allotted time if needed and it's allowed.
Warren Peace the Little |
Before we go on, lets take a moment and start labeling all the doors, what we (as party members) knows about them, etc. I have also numbered the ones I know about completely, so we can start to reference door #'s to avoid confusion. There are a ton here, so I think it is a worthy idea.
Dale~ |
I'll abstain from labeling and such as I've GMed this so many times.
Dale watches and see what happens with Dave.
Dave the Mariner |
Regardless of what is labeled (and that is a good idea) Dave does still move the nearest statue (the one his pawn is next to) as the party is looking around, deciding, labeling, ect.. As I mentioned in my previous post, just trying to keep the adventure moving. In game terms that would give Warren plenty of time to label each statue and even draw a crude map if she had the materials on hand.(it takes Dave 2 min to move the statue most likely)
DM Carbide |
The good news for Dave is that the statue slides easily. The bad news is that as soon as he touches it a powerful burst of energy strikes him. Take 6 HP electricity damage, DC 12 Reflex save for half.
Warren Peace the Little |
I'll abstain from labeling and such as I've GMed this so many times.
Dale watches and see what happens with Dave.
Nice. I've never done it period, and given the amount of doors and such, and who has checked for traps and such, I think, especially as a PbP, labeling would be a big help.
Seeing Dave get shocked, Warren moves over to render comfort. She can't heal, as she doesn't know how to, but moral support is always appreciated. Once that is done she will check the door (#7) for traps.
Perception (Door 7): 1d20 + 8 ⇒ (9) + 8 = 17
DM Carbide |
Warren observes no traps on the door.
Dave the Mariner |
Dave feels the electricity flow through him and shouts in pain guess I shouldn't be in such a hurry! Dave says sheepishly. reflex: 1d20 + 2 ⇒ (16) + 2 = 18
Dave the Mariner |
Dave thanks Resolute and accepts Warrens healing. Think I'll wait for the trap finders to do their job from now on before I jump ahead. After confirming with Warren the door is free of traps, Dave opens the door behind the statue he just moved, Resolute's sword in hand.
DM Carbide |
The door opens to reveal a short hallway that jogs west before reaching a dusty chamber rather like the one you came through to get here, only rotated 90° (and lacking a skeletal sentry). From the door, however, it's hard to see much.
Two Blades in the Shadows |
Two Blades refreshed the light that was glowing on his weapon before heading in, searching for traps and any other nasty surprises.
Cast light again and have a lt. mace in each hand.
Perception-Traps: 1d20 + 6 ⇒ (13) + 6 = 19
Dave the Mariner |
Do you want to head down, or keep opening the doors?
Dave considers her question for a moment and says, We should take a look, but one of you skilled at finding traps should lead...I'll follow. With that Dave draws the sword Resolute lent him and his Mace and says looking to the three trap finders, Who will lead?
Dave will follow any of the trapfinders who take the lead down the passage. You r the DM have my permission to move my pawn with yours, down the passage.
DM Carbide |
Two Blades advances into the dusty crypt, followed by Dave. Alert for trouble, the Shoanti peers into the darkness past the glowing head of his light mace. As he reaches the point where the passage jogs west, though, he realizes too late that he missed something rather important: the tripwire he just walked into. Before he can react, a glaive spins out of a slot on the wall, glances off of his armor, and hits Dave for 2 HP.
DC 20 Perception to spot it, sorry. At least I rolled badly to hit and to damage.
Attack on Dave: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d10 + 1 ⇒ (1) + 1 = 2
Dave the Mariner |
Dave see's the spring loaded blade heading directly for his neck and just manages to dodge out of the way before it cuts his throat. A thin line of blood trailing down is neck gives testament to how close the shave had been. Nervous now, Dave takes out a handkerchief and applies it to the wound. Just take it slow Two-Blades, you got this I'm still with you. Dave continues to follow the Shoanti down the passage but turns and shouts over his shoulder to those that remain in the hall, Resolute, your turn next to support our trap spotting friends eh? Can't let Dave have all the fun can ye? Or spring all the traps!
Perhaps we've should settle on a solution of exploring this room. I'll pair up with two-blades and we'll explore this passage behind the statue and two others (going counter-clockwise) Resolute and Warren? Start working above us going clockwise? And Jack and Dale move to the center of the other side and start working toward the black statue? We can all stop at the black statue and figure out what's next cause that seems significant. But one way or another we should split up and explore this room for expedience sake. None of us will be too far from the others should combat break out that we won't be able to offer aid within' a round or two. And quite frankly these passages are so narrow only one or two PCs can explore them at a time anyway. So what do you say split up and explore?
DM Carbide |
Over the next few seconds, the glaive withdraws into the wall slot.
There is a rune carved into the back of the secret door (which is also not concealed from the other side), but it's different from the one on the other door. A search of the crypt turns up a few bits of jewelry and coinage, not worth a great deal. There are no other entrances, concealed or unconcealed.
Where to next?
Warren Peace the Little |
Warren moves over to the statue by door #8, and checks it for traps. She will attempt to disable any she finds.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
If needed(and to save time)
Disable Trap: 1d20 + 11 ⇒ (20) + 11 = 31
"Dave, over here, help me out, please."
"Resolute" |
Having seen what just happened, Resolute helps to spot any remaining traps.
Aid Another, Perception, Statue #3: 1d20 + 8 ⇒ (20) + 8 = 28
Aid Another, Perception, Statue #4: 1d20 + 8 ⇒ (1) + 8 = 9
Aid Another, Perception, Statue #5: 1d20 + 8 ⇒ (2) + 8 = 10
Aid Another, Perception, Statue #6: 1d20 + 8 ⇒ (16) + 8 = 24
Aid Another, Perception, Statue #7: 1d20 + 8 ⇒ (17) + 8 = 25
Aid Another, Perception, Black Statue: 1d20 + 8 ⇒ (13) + 8 = 21
Only failed to Aid on #4
DM Carbide |
Warren is baffled, and can't seem to find the trap she's certain must be there.
Jack manages to avoid the worst of what could have been a very nasty shock and takes only 6 HP. He gets the statue moved, though.
Dave the Mariner |
Hearing Warren call for his aid Dave rushes to th halfling's side: I'll be right back Two-blades, don't get in to trouble without me! Dave grins as he moves across the room to push on the statue by Warren . Receiving the i think it's not trapped shrug from Warren; Dave proceeds to put his back in to it, and tries to push the statue far enough away to open the door behind it.
Dale~ |
Better them than me. I can't move the statues anyway...
Dale is ready to cast some Detect Magic in the upcoming rooms.
DM Carbide |
Dave pushes on the black diorite statue, which obligingly slides out of the way without the now-expected electrical discharge. Instead, in fact, the fighter feels his spirits lift. The door opens, revealing another set of crypts. Ancient, sere bodies lie on the stone biers, still wrapped in their cerements. Dave and Warren can pick out a few glints of metal on the bodies.
Jack, are you opening the door you're standing near?
Dave the Mariner |
The door opens, revealing another set of crypts. Ancient, sere bodies lie on the stone biers, still wrapped in their cerements. Dave and Warren can pick out a few glints of metal on the bodies.
Dave looks at the apparent treasure hoard and tries not to get to exited. After you my lady! Dave proclaims grandiosely, while sweeping his arm toward the entrance.
Two Blades, Dave is down two HP but, will wait until his is further damaged to accept your offer. He doesn't have a wand so graciously accepts your or Resolute's offer to borrow theirs. Warren after you move into the new crypt looking for traps...put Dave right behind you o.k.
ie. you have permission to move my pawn.
DM Carbide |
After five minutes or so of searching, you find seven Pharasmin spiral holy symbols made of silver. Two Blades suspects that the clergy would pay more than the going rate for them due to their historical significance. Dave also turns up a carved bone wand that Dale determines to be magical.
What now?
Warren Peace the Little |
"Umm, guys, " Warren says, rather meekly, "Should we not stick together more? I mean, as brave as we all are, this place is out to kill us! Safety in numbers, that sort of thing?" She heads over to door #14 to try to stick with the group.
Dave the Mariner |
OK GM..to my knowledge, We have explored both door #7 and #8 and we came from door#6 , Jack has moved the statue in front of door#14..but no one has opened the door yet right? I'll move to door#9's statue then hoping Two-blades tags along.
Dave watches Warren move off toward Jack for some reason. Non-sense! We've only a few days to search and figure out this gigantic ossuary.. let's make the most of what little time we have! Here now..Resulote , I'll take this statue..you take the statue next to me..two blades can check them both for traps before we begin to push them aside. Dave motions Resulote to push on the statue a little further down from him. statue in front of door#10 (Dave is near statue in front of door#9) Come on two-blades lets put some more work in eh? day is still young outside I suspect? Dave grins and rubs his hands together waiting for two-blades to inspect Statue in front of him before he engages in pushing it.
Note Dave will wait until he sees some other party members moving to inspect the room. ( I realize I'm posting faster so I want others to catch-up and participate.) I'll post again one everyone else has posted and is actively engaged in searching the room.(Dale will you help search at all? Would it help if we just asked you and one of the rogues to explore a random door? I know you've played it before but I and some others are un-spoiled maybe you could have Warren or Jack check a statue and door for traps and you just follow them in support? By you not moving it's making me feel like there's a very nasty surprise behind one of these doors and/or statue moves)
"Resolute" |
We're getting slowed down by minutiae, so I'll help by keeping track of wand charges and assuming that, out of combat, every roll is an average of 5hp.
At the time of THIS post, my wand had 49 charges, and Dale's had 48.
In THIS post Two Blades used his wand, but I don't know how many charges were remaining.
In THIS post Dave took 3 damage after successfully saving. He accepted healing but nobody's charge was expended. Let's say it was mine. Total becomes:
• Resolute 48
• Dale 48
• TwoBlades X-1
Dave then takes 2 damage in THIS post.
Jack then takes 6 damage in THIS post.
Let's say we used TwoBlades's wand on Jack. Now totals are:
• Resolute 48
• Dale 48
• TwoBlades X-2
And that brings us to current.
"Resolute" |
Dave motions Resulote to push on the statue a little further down from him. statue in front of door#10
If you could move me there, it'd be much appreciated ^_^
I already aided someone for this door. If nobody's with me, assume that was my Perception check for traps.
Str check: 1d20 + 3 ⇒ (17) + 3 = 20
Dave the Mariner |
Dave the Mariner wrote:Dave motions Resulote to push on the statue a little further down from him. statue in front of door#10If you could move me there, it'd be much appreciated ^_^
I already aided someone for this door. If nobody's with me, assume that was my Perception check for traps.
[DICE=Str check]1d20+3
There doesn't appear to be a statue by door #10 so I put you by door#11 to move that statue. Two-blades can you check for traps on statue#9 , door #9, door#10, statue#11, and door#11? Resolute and I will then move the statues, then you can heal us (if necessary), and finally we'll leave it to you to decide which door you want to open first.
"Resolute" |
Out-of-character I would prefer not to open more than one door as well. That's not using specific knowledge of this dungeon; that's just not something you do when exploring dungeons in general.
In-character Resolute is similarly cautious. While I do have characters that are less patient and more risky, he's more of the traditional elven mindset of "Why rush? We have time."
But if exploring multiple doors is what the group wants to do, I will oblige. This is a dungeon built for 4 1st level characters using a 15pt buy, and we're 6 1-2 level characters using a 20pt buy, so really we can do it either way.
DM Carbide |
OK. Dave's at #9, Resolute is at #11, and Jack & Warren are waiting by #14. Jack has disarmed the trap on #14 for now. What door are you going to open?
DM Carbide |
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Let's see...you only looked for traps on the statue, right? Not the door? -_^
The door creaks open, hinges clotted with dust and corrosion. While the crypt on the other side has the dusty, disused air of the ossuary's other catacombs, the bodies interred within are remarkably free from the ravages of age and decay. Their burial garments have not been so preserved against the passage of time and have long since fallen to dust, but the cadavers themselves look as if they could have been placed in their niches shortly before your arrival. Unfortunately, this amazing effect is somewhat overshadowed by the fact that the embalmers (or someone coming after them) chose to place the bodies in lewd and graphic positions.
The bodies still have jewelry, though some pieces may be more difficult to remove than others.