| Malzii |
"This place like kobold snarl," Malzii notes, sounding rather impressed. "Kobolds definitely build, or at least advised," she nods in a self-satisfied manner.
Alas, Malzii is already tapped out on healing for the day or she'd fix the Tall Jack issue. This should get a little easier once we reach 2nd level and she can pick up the Healing hex.
| Keil |
Keil taps a finger to his chin as he ponders what to do next. Snapping his fingers the fetchling remembers the door to the east, "We should check the other way." Pointing across the chambers, the shadowy man nods to Brok then advances east to examine the only other exit into or out of this small sanctuary.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Eastern door in room 15
| Brok Nunnelnoggin |
Brok goes along to back up Keil.
perception: 1d20 + 9 + 2 + 1 ⇒ (1) + 9 + 2 + 1 = 13
| Grezzor |
Wow, we have broken 1000 posts! I am glad you guys have stuck with me this far!
Oooohhhh, I'm sticking to this one like glue - the feeling is mutual :D
Grezzor will wait for the bulk of the group to move, then follow along.
| Komm the "Grandfather" |
Sorry about the lack of posting guys. Work is very busy for me so my posting will be slow for the next couple of months.
Turning your attention to the door on the other side reveals a corridor on the other side which heads east for a short distance before heading north and then turning to head northwest out of range of your vision.
Map updated.
| Keil |
Opening the door, Keil turns to double check that the human is indeed still unconscious and remains bound before addressing the two orcs watching over him, "Let me know the moment he wakes up," then steps through. Following the passage north and east the shadowy man keeps his yellow eyes peeled for anything out of the ordinary.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
| Brok Nunnelnoggin |
Brok trots along behind Keil and watches for hidden traps or dangers.
perception: 1d20 + 9 + 2 + 1 ⇒ (14) + 9 + 2 + 1 = 26
Vargrenz
|
Moving carefully, each step made with great precision, Varg follows behind his companions who he at this point believes are mostly suicidal. As he does so, all his senses are alert should anything jump out or otherwise attempt to harm the grey dwarf.
| Komm the "Grandfather" |
The scouts taking the lead here, you follow the corridor as it continues northwest before heading in a westerly direction at it zig-zags along, first to the left then to the right. This continues for several hundred feet at least with no doors or other branching corridors to break the monotony.
Finally the corridor angles due south and continues along for a couple hundred feet before ending at a short flight of wooden steps leading down into a dark tunnel. Unlike the previous stretch of corridor, there is a pair of side branches you can explore further.
1d20 ⇒ 3
1d2 ⇒ 1
Map updated.
| Brok Nunnelnoggin |
"We've explored this side of the complex before. We should return and examine the room with the pools."
| Keil |
The shadowy man turns to the goblin a little surprised, "Not these corridors my agile friend." Keil points a skinny finger down the hall towards the end (27). As his yellow eyes scan the faces of the group the fetchling realizes at least some of his companions grow tired of this portion of the catacombs. Keil turns to resume his exploration, quickening his pace. Feeling as Brok surmises This may connect to the jelly room, the shadowy man skips the corridor immediately to his left and heads directly towards the end of the passage.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
| Komm the "Grandfather" |
Sorry about my lack of posting here. Work is busy for me which, all things considered, is better than not working at all :(
As the fetchling slips into the passage slowly exploring it, he nearly misses the sign of a bloated corpse half-leaning, half-sprawling on the floor of the passage. Even as Keil slows his approach the corpse, which on closer examination appears to be a zombie, starts to stir...
Round 1: Everyone, Zombie.
No surprise round here. Keil and the rest of you get to act first here. Feel free to place yourselves on the map where you are waiting for Keil to return.
| Brok Nunnelnoggin |
Brok has lagged behind the fetchling, not really understanding his desire to poke his nose in every dark nook and cranny in this place.
He's doing his best to keep tabs on the fetchling's progress and keep track of the rest of the group at the same time.
| Keil |
Not wanting to take on the undead creature single handedly, Keil wisely retreats to warn the others of its presence.
"Be wary, walking dead! Oh, and stairs." Leading down?
MA to retreat 30ft, MA to draw his sword
| Arlok "The Mighty" |
Were we supposed to be so far back?
Arlok runs up beside Brok and readies is glaive for the beast to come forward.
AoO: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d10 + 9 ⇒ (6) + 9 = 15
This assumes it staggers forward toward us.
| Komm the "Grandfather" |
As the others move to assist the fetchling, Arlok is the first one to arrive on the scene. With one swing of his glaive he eviscerates the zombie as it shuffles into range. As the zombie collapses to the floor a cloud of gas erupts from the decaying corpse which engulfs the area around it. Fortunately, the godling is far away enough so as not to be exposed to the putrid cloud of decaying flesh.
COMBAT OVER.
| Keil |
As the cloud of undead gas dissipates, Keil's yellow eyes grow wide in wonder at the godling's power. Whispering to himself, "Good," the shadowy man smirks when the coast is clear then squeezes past Arlok to investigate the stairs...
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Keil only proceeds after the gas cloud disappears. If it lingers he'll suggest Varg take a look.
| Komm the "Grandfather" |
The fetchling waits until the gaseous could dissipates before heading down the stairs. One of the steps creaks loudly, but does not otherwise trigger anything. After reaching the bottom he finds a tunnel leading onward into the darkness. The tunnel is small and cramped forcing Keil to crouch low. Following the passage along for a short distance it ends at a blank wall. A short examination reveals a hidden door that emerges at the bottom of a pit.
Map updated.
| Brok Nunnelnoggin |
When the fetchling returns to report what he has found, he finds Brok crouching down, his crossbow across his knees.
The little goblin is chewing on some jerky made from mystery meat.
"Interesting, some mad-man made this place with these twists and turns." Brok says as the fetchling reports what he has found.
"We should remember the door in the pit though. If we ever fall into one of this place's traps we might find a way out at the bottom."
"Ready to head back and check the east side of the complex? he asks the fetchling.
| Grezzor |
"Impressive" - Grezzor nods at the Godling, as Arlok simply bisects the undead creature, then waits for the scout's report, while he investigates the creature just obliterated, as it seems slightly different from 'normal' undead.
Vargrenz
|
Vary simply grunts as the giant dismembers the undead. Once the passage was shown to return to the entry chamber's pit, he looks to the others.
Lets go back to the other side. More passage there. He points to the unsearched areas on the east side of the complex.
| Komm the "Grandfather" |
As the others prepare to backtrack their steps here, Grezzor looks over the putrid-smelling remains of the zombie.
| Keil |
His curiosity not quite satiated, Keil retraces his steps to the next corridor then enters (Ending in between 28 & 29). Bony fingers scratch a spot on his head, Curious. Did they not finish? Entering, the fetchling takes a few moments to ponder the purpose of this passage. His eyes scan the floor and walls for signs of unfinished digging or perhaps strange masonry work, Could there be an opening here? "Brok, what do your goblin eyes tell you about this passage?"
Color me bad for meta-gaming, but if we can take a shortcut... :P Takes 20 to search for an opening.
| Keil |
Signalling to the others, Keil steps through the door and out into the corridor. Aware that there may yet be other creatures still lurking these halls, the shadowy man uses caution as he goes. Skirting past the room with all the sticky goo, Keil makes for the secret entrances on the other side which lead back to the bandit's main hideout (15). Checking on Tall Jack's progress, the fetchling spits his disgust with the human's slow recovery then exits to the south entering the corridor near the pools (North of 17). His anger rising again, the fetchling's talent for moving quietly is less than he is capable of. This only serves to distract him and keep his mood foul...
Perception for rooms 28 & 30: 1d20 + 6 ⇒ (17) + 6 = 23
Stealth: 1d20 + 11 ⇒ (2) + 11 = 13
Perception in corridor north of 17: 1d20 + 6 ⇒ (5) + 6 = 11
Stealth: 1d20 + 11 ⇒ (5) + 11 = 16
Keil intends to uncover the areas north of 17, but before he gets too far I'll stop here to let the others catch up and for rolls to be made.
| Brok Nunnelnoggin |
Brok follows along behind Keil, following the fetchling's lead and keeping his crossbow at the ready.
Perception for rooms 28 & 30: 1d20 + 9 + 2 + 1 ⇒ (5) + 9 + 2 + 1 = 17
Stealth: 1d20 + 10 ⇒ (5) + 10 = 15
Perception in corridor north of 17: 1d20 + 9 + 2 + 1 ⇒ (17) + 9 + 2 + 1 = 29
Stealth: 1d20 + 10 ⇒ (7) + 10 = 17
| Grezzor |
[dice=Knowledge Religion]1d20+9
"A plague zombie. When they are obese like that, there is a good chance they are full of toxic fumes."
"Indeed" - Grezzor agrees, while moving after the others.
| Komm the "Grandfather" |
1d20 ⇒ 17
It takes you less time than you expect to wend your way back to your hideout, where you note Gubdagog and Hegug alternating between guarding Tall Jack and dozing.
Keil spies the pit trap bisecting the corridor...I am assuming you bypass the pit trap here... and manage to squeeze by it without too much effort. The corridor wends its way around the pool room before turning south and continuing onwards. There are a pair of doors in the western wall of this corridor as well.
Map updated.
| Keil |
Marking the trap for the others to see, the fetchling presses on. Rounding the corner his yellow eyes narrow when they spy the first door. Perceiving the corridor to be safe, the shadowy man employs all of his senses as he approaches then inspects the door.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
| Brok Nunnelnoggin |
Brok slides up next to Keil at the corner with the first door.
He examines it for traps. perception: 1d20 + 9 + 2 + 1 ⇒ (13) + 9 + 2 + 1 = 25
if it appears safe, he puts one of his large ears against it a listens.
perception: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
| Brok Nunnelnoggin |
"Watch the trap here. I don't know what it does, but it can't be good." Brok tells the others.
"Let's head down the hall and check the next door." he suggests to Keil.
Perception for traps on the next door: 1d20 + 9 + 2 + 1 ⇒ (20) + 9 + 2 + 1 = 32
Perception to listen at door if not trapped: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
| Keil |
Scanning the room for anything of value the fetchling replies simply, "Agreed," then turns to investigate the second door.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
| Komm the "Grandfather" |
Keil abandons the seemingly empty room and moves on to the next door. He exaamines it closely and sees this door is trapped. Opening the door triggers the trap yet the trap effect looks to originate from inside the room.
Brok, seeing the trap only triggers when the door is opened, listens at the door and hears a faint chittering, squeaking sound on the other side.
| Keil |
Realizing the door is trapped, Keil signals to Brok, whispering in his usual raspy voice, "Stand back my friend." With everyone standing clear, the shadowy man moves to the side of the doorway. Ensuring his own body is clear of the door opening, Keil carefully uses one hand to turn the handle and push the door open before quickly removing his hand to safety.
Disable Device: 1d20 + 9 ⇒ (20) + 9 = 29
Keil is attempting to trigger the trap without providing a target by opening the door from the side rather than the traditional manner by standing directly in front of the door. I've included a roll for disable device to facilitate the outcome of his actions.