Ascension - Merchant's Guild
Game Master
bbangerter
Cliff Face
Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)
once we get back Hezrog can you get us via a message spell cormick just in case ? Now that we are alone here is what i am thinking. We know that "culprit" has the ability to shape shift. There is also the possibility of telepathic powers. This place has a great many possibilities for creating many undead and there are passage that go deeper but no one knows where. I personally think this is connected to the overall plan we uncover back in Aketla she whispers quietly
F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
I do not understand your first sentence Aerin. If you are asking for a message spell to be cast, Cindy has already done that.
Flying down to Aerin and Herzog Cindy will heal up the minor damage from the slayer. Seems like the church of Abadar could have warned us about such traps. she says. They had to know about this one. Do they want us to fail?
Cure Light wand: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light wand: 1d8 + 1 ⇒ (6) + 1 = 7
Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)
Maybe it was put in place after they had seal the door ? suggest Aerin.
Also i wanted to share a little something with you all about that person named Ky we meet at the Iron Gullet. after the meeting She took her mug with her, paying the bouncer a coin for it. Then went to a side alley then downed the contents of her goblet, turning to mist as she does so. It was a potion of course. But this suggest that she paid someone working in the inn in order to have an escape plan. All of this smells very fishy to me. almost like an excuse to get us out of town for a while. And i can't shake that feeling that "we" are still under attack.
HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Issa moves towards Hezrog once the trap is disable.
I don't know but it's a possibility that all of this is a plan to frame us.
We have a mission, finding the culprit of the High Cleric murder. Let's go.
Once down the stairs is adds Is anybody still hurt ?
F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Cindy nods at Aerin's assessment. I feel it too Aerin. This team has dealt serious blows to the drow and their plans more than once. We have to be targets at some level/
Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)
"You all sound like paranoid ninnies to me," he says with a smile.
The trap is disabled, Hezrog is healed, and the group is now all in the room of passages. From the northern passage is heard a faint scraping sound.
M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)
Which way? Toward the noise? Hezrog asks,ready to take the lead in the indicated direction.
F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
I'd like to ignore it if its not coming closer and head to the large room to the East. But that is only a feeling.
Ignoring the noises, the group heads eastward. The wide passage runs for about 100' before ending in a broad stone door. A thick layer of dust on the door handle reveals a hand print.
Map
HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Issa follows Hezrog, divine symbol ready.
He tries to determine what the noise are, by listening to it.
Perception: 1d20 + 14 ⇒ (6) + 14 = 20
F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Cindy examines the door and area in front of it for a moment before stepping back to let someone who might be able to deal with traps to handle the door.
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)
Aware of the scraping noise they heard moments ago, Cormick pays closer attention to the rear incase something wants to follow the group.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)
Hezrog will also examine the door, and though he is no good with traps, if the group is convinced there are none he attempts to open it.
perception: 1d20 + 11 ⇒ (16) + 11 = 27
Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)
Dang... look at all those great perception checks.
Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)
No traps are detected, so Hezrog pushes on it, it opens about an inch before it stops, something on the other side is blocking it.
Make a strength check if you want to attempt it.
Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)
Ok thanks. Cormick will maintain most of his attention in the direction behind the group for a bit longer, and rely on the others for the way forward.
Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)
Aerin will try to assist Hezrog in opening the door
Str Check to Assist DC 10: 1d20 ⇒ 16
HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Issa casts Guidance on Hezrog.
May Horus guide you.
M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)
Sorry about the absence.
Hezrog tries to force the door.
strength: 1d20 + 5 ⇒ (13) + 5 = 18
I didn't include the guidance or the assist in my roll
Straining against the door, Hezrog is unable to get the thing to budge until Cindy throws her additional weight behind it as well. There is the loud sound of stone scraping across stone as they push, echoing through the catacombs.
With sufficient room to squeeze into the doorway, Hezrog can see that they have pushed a sarcophagus back from the door.
Beyond the door is a large, almost cavernous, room. 10' the ceiling is shrouded in cobwebs, hiding the ceiling from view.
Within the room itself is row upon row of sarcophagi, many have been pushed this way or that, leaving them at odd angles instead of neat straight lines. The walls of the room are carved depicting the worship of Abadar, and the appearance of Abadar's emissaries throughout history.
From beyond the edge of the darkness comes the sound of rasping breath, like someone straining to breath in life giving air.
Map
Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)
Aerin will cast a light spell on her weapon and walk inside right behind Hezrog
F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Cindy follows Aerin into the chamber, her eyes penetrating the darkness naturally. As she hears the rasping breath she activates her scar shield ability, toughening her skin.
M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)
With no buffs to use, Hezrog proceeds cautiously into the room.
Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)
Bringing up the rear, Cormick casts dancing lights and creates 4 glowing lanterns of light swirling around him, as he nears the open portal.
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Current Effects: dancing lights (lanterns), 10 rds;
Hezrog moves inward, advancing about 20' before spotting something.
Shackled to the top of one of the sarcophagi is a gray skinned emaciated man. Its mouth however is distended, a gaping black hole. It strains and pulls at the shackles as the light of Aerin's spell reveals it.
With the rattling of the chains from the creature, a second set of chains begins to shake and rattle as well from within the darkness towards the south side of the room.
From a little farther back in the darkness, twin motes of fire appear, and a rasping voice calls out. "Come no closer."
The north and south walls of the room also each hold a single door.
Map
HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Know. Religion: 1d20 + 8 ⇒ (12) + 8 = 20
Be careful, this creature is a Kurobozu, also known as a black monk. This is and undead who feeds on the breath of others....
Says Issa when seeing the shackled creature.
When the voice came from the darkness he answers.
We are here to help and find who or what kill the high priest, do need something ?
Diplomacy: 1d20 + 15 ⇒ (9) + 15 = 24
Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)
That and any information you can provide on the denizen of this place. she added
F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Cindy whispers I doubt this creature can be friendly towards us so be ready. she does not yet see the Kurobozu but when she does she will try to identify it but fail.
Knowledge Religion: 1d20 + 6 ⇒ (3) + 6 = 9
M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)
Should I proceed? Spooky voice says not to...
"I know nothing of your high priest, or his death. Return from whence you came, the living do not belong here. You may explore the western catacombs if you wish, but you are forbidden to proceed further in this direction." the voice rasps.
HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Sense Motive: 1d20 + 12 ⇒ (4) + 12 = 16
Issa tries to determine if the creature hide something.
If you are the guardian of this catacombs, do you know if something came in here recently ?
Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)
Aerin just raise an eyebrow in issa's direction at the mention of more undead
"No living soul has passed through this chamber in centuries."
F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Lets us take this creature's advise for now and look westward. Cindy says to the group. You have our thanks creature of the dark. she calls out. We will abide by your instructions and do our best to complete our work here while not disturbing you further.
"A wise choice" it says with a harsh laugh. "Please close the door on your way out."
Which direction?
Did someone post a direction, and it got eaten by the forums?
Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)
yup. Going north. As i beleive it is one of the passages we haven't gone to
F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
I concur. We go pretty much the way we were told to go.
Taking the passage that leads due north, the group comes to the great circle of the key. Two doors break up the alcoves of the eastern wall where the remains of the dead are lain, though many of the alcoves are empty, and a the bones of a dozen or more humanoids are scattered about the hallway.
The outer ring can be seen to contain doors as well. The scratching noise is more easily heard here, and comes from the northeastern direction of the ring.
Map
Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)
Shall we go investigate that noise ? she whisper
F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Cindy nods her agreement to Aerin's recommendation. Yes
HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)
Cormick gives an affirmative thumbs up.
M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)
Hezrog cautiously pushes forward toward the source of the sounds.
The group follows the ring until the next spoke from the center intersects it. The scratching sound is quite clearly heard here, and is coming from within a room where a door is ajar, the hinges long since rusted.
The floor here is damp with a thin layer of brownish slime covering parts of it leading farther around the ring to the east.
Map
F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Could these other rooms be occupied too Cindy ponders through the message spell. and their occupants ready to spring out?
F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
First Cindy tries to identify the brownish slime on the floor here.
Knowledge (nature): 1d20 + 6 ⇒ (2) + 6 = 8
After that Check it out. Cindy whispers through the message spell.
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