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Knowledge (Arcana) DC 20: Spoiler:
Looking over the walls, you see carved there the Thassilonian runes for Greed, Envy, Wrath, Pride, Lust, Gluttony and Sloth. Emblems of the ancients' Sin Magic. Examining the floating lights, both Badang and Yangzhun can tell that they are common continual light spells shaped to look like floating balls of fire. Finding the doors lacking any traps or audible guardians, you swing open the door to reveal a long, oval-shaped room. Floating balls of fire illuminate walls covered with a bewildering array of runes, sigils and glyphs. Beneath the carvings, stacks of engraved stone tablets rest in recessed niches in the walls. Following the Great (and cowardly) Yrix's advice, your party heads back west through the door to the ecclesiastical storage room and thence back to the hallway. About forty feet from the hallway leading back to the cathedral, you pass two heavy wooden doors (one on each side, north and south). Through the light of Badang's torch and your cold magical light you can see that the corridor continues about 30 more feet to a four way intersection. Directly opposite you there is a set of heavy doors, before which there are corridors leading north and south, respectively. Dungeoneering DC 13: Spoiler:
"Albino dwarves" could mean either the grey-skinned Duergar, which are true dwarves of an evil nature that dwell in the Darklands. They can double in size with a thought and turn invisible. Duergar also raise giant spiders as steeds sometimes. The other possibility is the Derro, which resemble dwarves skinny dwarves. The Derro as a race are mad and are particularly fond of abducting and torturing surfacers. "The Great Yrix has seen the biped with a book once.", offers the goblin snake. Knowledge (religion) DC 11: Spoiler:
The "dog-ghoul" is known technically as a festrog, a beastial malformed corpse that resembles a beast but still possesses a human intelligence. It is said they arise from the corpses of those sworn to the sin of gluttony. The diseased pustules covering its flesh often burst when struck with a weapon, spraying their attacker with pus. They can also heal themselves after a successful bite of flesh. Sister Mara can't remember anything about diminutive, rag covered people. Yrix flicks her forked tongue past her wide lips. Perhaps tasting the adventurers' impatience, Great Yrix accepts Yang's coin. "The Great Yrix is reasonable.,"she says, sizing up the six adventurers,"and humbly apologizes, large biped, if she has given offense. Among Yrix' brood an insult is considered friendly." DM Screen: Spoiler:
1d20 + 6 ⇒ (19) + 6 = 25 "The other biped arrived several weeks ago- it mostly keeps to its domain east of the Great Pit. Rarely does it venture from there. It has dark head growth and wears leather clothes. It always has potions. Its minions are made of bones and rotted flesh." DM Screen: Spoiler:
1d20 + 6 ⇒ (4) + 6 = 10 Without a pause, Yrix begins rattling off answers.
Yrix coils around the coins, pulling them under her. "South of the western chambers dwell the insane albino dwarves from deep below. There are at least fifteen of them, along with their tamed spiders. Watch out for the one with the bushy eyebrows- it's a mad spellcaster! Sister Mara: Spoiler:
This all sounds pretty plausible based on what you've heard about the areas beneath Kaer Maga. Sister Mara wrote:
"FAIR?!", Yrix practically shrieks,"You're not content to threaten Great Yrix in her home, you must make a beggar or her?!" Yrix's tail twitches in agitation.
Uwais Freedman wrote:
Waya advances through the corridors behind Badang and Detressa. She sniffs the floor at a quick and certain clip- clearly whatever that was had a strong odor. She pauses at the left turn back toward the cathedral, her hackles raised, growling. It must be down that way somewhere... DM Screen: Spoiler:
Creeper: 1d20 + 12 ⇒ (13) + 12 = 25 Waya: 1d20 + 5 ⇒ (17) + 5 = 22 Just a note because the OOC thread is archived. I'm gonna be moving at the end of the month and I've got illustration work for my evenings and weekends along with my day job getting busy again. So updates may be a bit thin, but I intend to keep pushing on whenever I can. Thanks for your patience. Sister Mara wrote:
DM Screen: Spoiler:
1d20 + 6 ⇒ (5) + 6 = 11 Yrix glances furtively between Yang and Kua, its serpentine tongue flicking through greasy goblin lips.
Mara: Spoiler:
While it's possible that there is a very well concealed trap in the door, the goblin snake's mocking tone and barely suppressed laughter makes it clear- there is no trap and therefore no reason to pay to get through. Yrix slinks back slightly at Kua's words, fangs bared.
DM Screen: Spoiler:
Bluff: 1d20 + 6 ⇒ (7) + 6 = 13 Dungeoneering DC 13: Spoiler:
The great Yrix is a goblin snake- a cunning creature
classified as an aberration. Like it's ophidian cousins, it can lunge to attack foes normally beyond it's reach and its noxious breath can sicken all nearby. It also possesses the ability to influence snakes of all kinds. Dungeoneering DC 15: Spoiler:
This does seem to be a rather large specimen, though... Knowledge Local DC 10: Spoiler:
It's said in Kaer Maga that the illusive Wormfolk have
their "hands" in all kinds of things. Could this be one of them? Successful Dungeoneering check after Know- Local: Spoiler:
No, it's just a filthy goblin snake. The great Yrix turns to the Tien Bloatmage.
Spoiler:
Bluff: 1d20 + 6 ⇒ (9) + 6 = 15 DM Screen: Spoiler:
1d20 + 12 ⇒ (3) + 12 = 15 Waya's hackles rise as she sniffs about. The wolf begins to growl.
Inside the room you just opened, a sibilant whisper rises from the north wall.
"Yrix the Great will also require a donation from each of you travellers to gain access to that door the female biped clearly covets. The secrets of it's horrible death trap are known only to me and secrets are more valuable than gold!" Mara: Spoiler:
You see no indication of magic or traps by the door. Detressa, Yang, Kua and Badang are in the room with the cabinets; Mara, Uwais and Waya out in the hallway? Finding the door free of traps and unlocked, Badang opens the heavy wooden to find another chamber of the same size as the room you are currently in. The theme of judgement in the afterlife is continued in the carvings on the walls of this room. A wide table stands along the north wall, draped with a heavy black cloth. A single candle burns in a tall, iron candlestick in the southwest corner but the rest of the room is dark. In the southeast corner you can make out another door. Yangzhun Chen wrote:
Yang: Spoiler:
Oops, didn't realize. I may just skip the chore of identifying things- much as it makes sense, I would rather you have access to stuff right away since this is a dungeon crawl. Sister Mara wrote:
Sorry I wasn't clear on orientation- the room you're in is longer north to south. There's also a wooden door on the east wall that is still closed. Detressa Venci wrote:
They're definitely Pharasmin, but slightly different from the robes you and your brothers and sisters wear. The cloth itself isn't anything spectacular, but they are remarkably well preserved- they could have been put here a week ago, though that's impossible. Given the age of the rest of the level, these likely date from Thassilonian times and would be prized as relics of the church's history. In the cabinets you find mundane priestly vestments- they're clearly Pharasmin in nature, but different from those worn by the priests above. There are also remarkably preserved altar cloths, hangings and holy books. Folded up amongst the clothes is a cloak of fine make- black with a pattern of thornless roses worked in silvery thread along the hem. There are also two scrolls tucked into the religious texts. The stone pedestal is worked on the top like a basin, though there is no liquid within. Given the rest of the materials in the room, it is quite likely to have been used as a font for holy water. DM Screen: Spoiler:
Mara: 1d20 + 6 ⇒ (16) + 6 = 22 Kua: 1d20 + 8 ⇒ (17) + 8 = 25 The wolf moves to follow... but sits obediently at her companion's growl. Within the dim room, Uwais can see a stone pedestal with a bowl-shaped depression in the northwest corner. There's a closed wooden door in the eastern wall, which is lined with cabinets. DM Screen: Spoiler:
Uwais Perception- 1d20 + 9 ⇒ (6) + 9 = 15 With a crash you hurl the door open, sending the wooden lectern used as a brace crashing to the floor. With the door battered open, your light suddenly dims. As it does for anyone in the doorway- further back, your light remains the same. From what you can see the room is carved with more religious bas reliefs depicting judgement of souls. Wooden cabinets and drawers line the walls you can see from the doorway. This thing's almost down, so I'll roll for Uwais and Waya to see if they kill it before Badang. Uwais is at a penalty because of the melee fighters. Uwais sling attack: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11 1d3 ⇒ 2
1d6 + 1 ⇒ (4) + 1 = 5 Sister Mara's second crossbow bolt goes too high, perhaps for fear of hitting either of the burly men attacking the flapping monstrous head. Uwais and Waya both have similar difficulty striking the monster, as Kua swings wildly at the erratically flying head. Badang whips his flail around his head (getting a bit close to Kua's unprotected cranium) and crushes the flying head with a powerful blow.
The flying heads were assaulting a strong wooden door in the northeastern wall for some reason. On your right, the room extends into a long rectangular chamber about 45 feet in length, counting the ten foot corridor you just emerged from. It's decorated with large carvings of religious ceremonies and priests handing down judgements to the common people. Stone benches are lined up before a podium at the southern end of the room. Mara looses her crossbow into the back of the creature's head as Uwais' bullet zips past, flying right over Badang's burly shoulder. Waya snaps at the flapping head, but it proves too agile for her jaws. Badang's flail smacks it in the temple, leaving a grotesque indentation and pulping it's forehead. Maimed, it flaps listlessly, reeling back and forth. Initiative
The unholy wreck of a flying head clacks its jaws and attempts to bite Badang, then flaps back to gain momentum and smack him with its forehead! Bite attack vs. Badang: 1d20 + 5 ⇒ (2) + 5 = 7 1d4 + 1 ⇒ (4) + 1 = 5
1d4 + 1 ⇒ (4) + 1 = 5 It smacks against the warrior's armor, chomping into the hide as if it didn't realize it wasn't part of Badang's body. Round 2 actions please. I'll do a final surprise round summary once everyone has posted their action. Yang/Knowledge (The Planes) DC 13: Spoiler:
The heads appear to be vargouilles- flying extraplanar heads that can kiss a helpless target to turn them into vargouilles themselves, a poisonous bite and a fearsome shriek. But these seem... off from how you have read about them. Unhealthy, to say the least. None of you have ever encountered these creatures before or heard mention of them- what could possibly be just a head with wings on it? DM Screen: Spoiler:
1d20 ⇒ 11 1d20 + 2 ⇒ (13) + 2 = 15 Sorry to waste that 20, Mara, but we're doing group initiative- first roll was Yang's so we're stuck with a 2, except Badang who can roll his own due to his revelation. You do get a surprise round of actions, though.
Kua creeps up silently behind the leftmost head and delivers a perfect chop to the crown of the creature's skull, splitting it like the most disgusting watermelon the Warren's stalls could offer. Viscous, putrid matter spills out as it thuds to the floor and it's companion notices the stealthy half-orc- just as a force missile from Yang thuds into its ear. Number 1 is dead, Number 2 has taken 4 points of damage. Surprise round actions, please. About 25 feet around the corner, the corridor widens out on the right side from the 10 foot wide hallway to a larger room. Approximately forty feet straight ahead you see the source of the sounds: two grey skinned grotesque heads fly on tattered bat wings, battering themselves against a wooden door. DM Screen: Spoiler:
1d20 ⇒ 1 They don't seem to have noticed you yet, focusing solely on beating against that door. Moving forward, then. Consulting the map, the bridge reaches about 85 feet, arching from one double door to the other, the cathedral sitting below. You travel in twos across the bridge, which seems structurally sound in its entirety. A thorough examination of the far doors yields no evidence of a trap, so Badang and Kua shoulder it open to reveal another dusty stone corridor, ten feet in width. Approximately 40 feet forward, the corridor splits to lead east and west, the north end meeting the wall. Echoing through the halls you hear a repeating hollow thump sound. It's tough to tell where it's coming from. Perception DC 10: Spoiler:
The thumping sound seems to be coming from the right. Perception DC 20: Spoiler:
Faintly, you can also hear the irregular flapping of leathery wings. Kua wrote: Is there any clear way to get down to the recessed area to access the east and west doors? There doesn't seem to be any stairwells or paths down from the bridge you're standing on beyond the path forward to the double doors. The railings seem to support weight- perhaps one could climb down that way.
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