campaign cartographer is mad cheap, plus just torrent it.
Vertielle sends a flickering blue werelight forward into the crypt in the outline of a bounding ferret, which stops at intersections and gazes down them with a palpable excitement.
dancing lights
@Vertielle: There seems to only be one large chamber.
[ooc}I love CC. It's on my definitely buy list. I *was* going to use part of my next military retirement pay, until our boiler broke in 32 degree weather. Heat was suddenly more important, for some odd reason ;-)[/ooc]
In the light of Vertielle's spell, you see a large chamber, approximately 30' x 25'. The wall directly across from the entry has a half-finished crest the size of the door you entered by carved on it. There are also two doors on that wall, one either side of the crest, about 5' from the shorter walls. In the center of each of the shorter walls is a statue of a stern-looking Pharasma. On either side of the statues, the walls are lined with empty niches, though you can't tell from first glance if they are empty because they were unused, or for another reason. There are minor cracks in the walls, through which some dirt has settled.
The only tracks you notice are footprints, seemingly human, leading to the door on the right.
Vertielle holds out a hand for a halt, muttering a brief spell and casting a glowing purple gaze across the room. Detect magic
Once she's satisfied that there's no lingering wards preventing advancement, she'll motion the rest of the group forward. After a respectable delay, she follows, searching both doors with a quick gesture and burst of grid-like yellow light. sift, twice:
1d20 ⇒ 201d20 ⇒ 6 left door then right door.
sift:
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
As an afterthought, Vertielle stops by the crest and holds a bit of twine up to it, searching for the telltale breeze of a secret passage. Her ferret- light bounces up and down by the door to her left, eager to explore further and anxious to move forward.
perception 1d20 + 5 ⇒ (7) + 5 = 12 perhaps a bonus for locating secret door cuz of the twine trick, perhaps not.
There's no way to know that, plus, it has more to do with exploring the crypt in general. I'm gonna open the one he did, not just willy nilly. Once I open a door, or rather once Que does, I suppose it'll be obvious that they enter the same room.
Searching the room shows that the niches seem to have never been used, even though the church records claimed this crypt was filled not long after Ravengro was founded.
After checking the front room thoroughly, you push open the door to the right. It quickly becomes apparent that both doors led to the same area, a small landing with a set of stairs leading deeper into the crypt. Much like the first part, this section appears old and unused, the only signs of pasage being the footprints you are following. There are no niches here, only dust, cobwebs (small ones) and the age-cracked walls.
The light from Vertielle's spell shows that the tracks lead to a raised dais upon which sits a stone sarcophagus. In a far corner of the room stands an unlit brass brasier. Again there is nothing but the dust of ages and the ancient-feeling cracked walls.
Somehow, the emptyness and single line of tracks in and out are creepier than if the crypt had been in use.
Perc 1d20 + 5 ⇒ (3) + 5 = 8 Vertielle's excitable ferret-shaped light bounds forwards, careful to keep Que in shadow. Vertielle herself looks around the room, again searching for the presence of magic. Detect Magic again.
Looks as though the weapons are hidden simply; inside the sarcophagus.
Vertielle calls her light to her side, and it scampers to her shoulder, throwing deep shadows across the room.
Gkirkhan, why don't you cast aside the lid? Careful not to crack it, it may be best to reseal this place. edit: G12.
an elegant quiver full of arrows; many of the arrows and the quiver itself radiate magic
a bandolier with seven potion bottles slung on it
a potion belt with six flasks
an open box with four scrolls
four sun rods
a thin darkwood case emblazoned with the same scarab and eye image that marked the Manual of the Order of the Palatine Eye Professor Lorrimor asked you to deliver
@group: as soon as everyone locates themselves on the grid, things will get interesting
Init 1d20 + 2 ⇒ (17) + 2 = 19 Action step up and left and cast summon mon I=full round action
Wood encants in a magic language. The air shimmers as a gate is opening for a creature to step through.
Surprised by the sudden attack, Que is baffled for a moment beofre drawing her Wakizashi and steadying herself to counterattack.
Que uses a move action to draw her Wakizashi and readies an action to atack when one of the creatures is in Reach. Shoul one of the beasts come into reach before her turn, she of course doesn't ready her attack and attack immediately