The adventurers leave the teeming mass of rot grubs behind, moving along the corridor. They haven't gone very far when they hear it - female voices singing with unearthly beauty and ineffable sadness.
Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116
Aubrey the Demented/Malformed wrote:
The adventurers leave the teeming mass of rot grubs behind, moving along the corridor. They haven't moved very far when they hear it - female voices singing with unearthly beauty and ineffable sadness.
Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
The voices are clearly making Janosz very nervous. "It is the choir of the damned. They will try to draw us to them and make us join them in their unending song. Though their voices are beautiful, they are just as dangerous as those foul maggots. Touch nothing, and stay alert."
The corridor opens out into another large chamber. This appears like a traditional temple. Rows of pews - empty - sit on either side of a central nave. Beyond those are choir stalls and, at the far end, an altar. The walls are covered with swirling patterns in grey and blood-red which are picked up and continued by the mosaic floor. A large cloth or tapestry hangs behind the altar bearing the motif of a large, jagged dagger.
Two figures stand by the altar. One is a tall, slender elf, dressed in a black robe. The other appears to be human female, but it is hard to tell as it is swathed head-to-toe in hooded vestments that cover face and hands. A third figure, a dwarf, lies supine on the altar.
The singing echoes weirdly in the hall, but right now it appears to have no source.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Whispering, "Do you suppose that's another of the dwarf's companions? Does he appear to still be alive?"
If my fly spell is still active and I'm still invisible, I will fly forward at about 30' elevation to get a better look, scanning for surprises as I go and hoping to see if the one on the altar still breathes.
Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116
perception:1d20 + 7 ⇒ (4) + 7 = 11to see if that is Balion or Grimnar on the altar and to see if the elf is Istrinis
once i get into the room, that is. it is unclear to me if i am there or if Gil is scouting ahead. if the latter, Kazadar would not venture forth and spoil the scout's silence.
Ezreal glides into the room eyes narrowed and calls out, "You do not appear to be dead and I highly doubt you have delved so deep to join Gath's choir. Explain yourselves before I melt the flesh from your bones."
Maybe not exactly tactical, but I'm ready for something to happen here.
They saw you coming anyway - so Kazadar can fulminate a bit if he wants.
The elf smirks but it is the heavily-swaddled woman who answers. "You are in the holy fane of the Keeper. It is you who should explain yourselves and prepare for judgement."
The elf calls out, "Kazadar - you have been freed from the Trap Maker's fond embrace! It is always nice to have a reunion!"
I'll knock up a map for this - I think we are all fairly clear which way this is going to go in the end, even if we are exchanging pleasantries now.
Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116
"Istrinis... I knew you were a rotten c&!~ when I met you, but mine was not to judge. Now you'll meet my hammer." Kazadar says, stepping forward into a charge.
Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116
GM:
Well, i meant it to be that he would charge, but i figured you'd want to start initiative before any of that, or maybe she would interject with some crazy thing that would turn this whole story upside-down. I havent actually decided if i would attack Istrinis or the hooded woman. I guess part of him would want to believe the church of the sovereign host would do some sort of background check on the members they send to this sort of thing, which would mean that the hooded woman is to get the hammer first.
long story short, the answer is technically no, I am not charging until initiative breaks out. I just wanted to make it clear that he was poised to attack and would do so unless something changed the scene.
and actually he would probably think it wisest to buff before charging.
Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Janosz' eyes rove around the chamber looking for the singers. Finding nothing, his attention settles on the heavily swaddled woman. "Is that you, Meeralk? I should have known you'd eventually end up in a place like this?"
EDIT: Yes, yes I have forgotten something. Sheesh, embarrassing having to use Google on your own campaign because a player remembers something you don't.
"Meeralk? I do not know such a person. I care only for the Lord of Death." The woman's voice is wheezy and she coughs wetly.
Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Heavily swaddled women - once you've seen one, you've seen them all. ;P
"The lord of death makes a lot of sense for you, I guess. That cough sounds pretty bad. Lemme guess, you're a leper, aren't you? That would explain the ol' mummy getup. You didn't let her touch you, didya, elf-boy?" Janosz keeps his tone conversational as he wanders into the grand temple, but his face is positively radiant with malicious glee. "You'll regret that when your block and tackle starts to rot and fall off. Was it really dark and you couldn't see what you were doing? Or was she all like, 'oh, don't worry, I'm a healer'? It ain't too late, though - we have access to real healers."
Really sorry, I've been distracted with the garden so I haven't really done anything about this encounter yet. However, the rains have now come so I can't go out and can at least start.
The elf looks at Janosz with mild disapproval. "If we are going to bandy low-brow insults, perhaps we should move this along." He begins casting a spell.
You are approaching through the corridor at the bottom of the map. The chamber is supported by two rows of three pillars (the dark grey dots). Immediately on entering, there are four rows of pews (light grey bars, running horizontally). These count as difficult terrain but can also be used for cover. Then, after these, are four rows of choir stalls (two rows on either side, running vertically) which impede movement the same way as the pews. After these, there is an altar rail, a waist-high little fence that doesn't really impede at all (there is a little gate in the middle, but it's closed right now) and does not provide any cover either. Then there is the altar, with Kaz's friend upon it. The red line at the back is the tapestry with the big symbol of a dagger.
Other than Gil, you have been bandying words and are no further than row 19. Gil can float about more-or-less where she likes.