GM: Dave the Dwarf |
Yorn should be back this afternoon.
If you look at the map you are in that circular room where all your tokens are at. I will put a google link up in a sec. I am messing around with the map it will hopefully be better looking soon. That was just something to waste time on Friday afternoon.
Zombie gunk covers every surface now although it is quite harmless it is gross.
You can keep exploring down the West corridor or you can check out South or East.
GM: Dave the Dwarf |
Although the zombies carry nothing of value, a recess in the southeast corner of the room contains one of their packs. Sitting atop a large bloodstain,this pack holds some rotten rations, a map (detailing the
area and pointing out the entrance to the crypt), a potion of cure moderate wounds, a pouch with 13 gp.
GM: Dave the Dwarf |
Yorn Checks the door for traps and finds none.
Now that we got a map I need line order.
To speed things up I am going to guess at it for now but I want you to post default line order ASAP.
Yorn sneaks in the chamber taking 10 on stealth.
He comes back quickly and tells the party what he saw.
A shallow reflecting pool divides this long chamber, running from one end to the other. The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction. He tells you he sees no monsters and that the passageway leading out of the chamber to the south is blocked by a heavy iron portcullis.
Mark Talbot |
Unless otherwise noted, Mark will be just behind Shalee, the Face, and Yorn, the Scout. Maggie will likewise be at his side, or watching our back.
Mark is interested in checking out the room. After Yorn gives the all-clear, he moves inside, not getting too close to the pool.
Do I see any mechanism for opening the portcullis? A switch perhaps, or a pulley? If not, Mark will try the portcullis' weight.
Strength check: 1d20 + 4 ⇒ (7) + 4 = 11
Mark Talbot |
Mark isn't paying attention, having focused on the portcullis. Absently, over his shoulder, he calls out "What about it?"
Then he slaps his forehead, remembering the sign from earlier. Thanks Dave. He turns around to face Shalee, then looks down at the pool himself. (Without getting too close).
Mark Talbot |
If nothing untoward happens except the disturbing image, Mark will curl his lip in disgust, and then begin searching for that wheel to open the gate.
"If something DOES decide to try and mess with us, I'll be waiting for 'em," Mark growls, pitching his voice a little deeper to make himself sound more intimidating (hopefully).
Mark Talbot |
I think Nalun is looking to do this, as per the spell: " The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.)" :)
Kierra |
Kierra follows the rest of the group into the small chamber. Upon seeing Yorn wretching, Kierra walks over to him, and sets her hand on his shoulder.
"Yorn are you okay? Breathe deep..."
At this, Kierra looks down at the calm murky pool. Shocked and disgusted by her disturbing visage, Kierra shouts, "Gods! My face! Oh, I'm gonna be sick too..." Stifling her own reaction, Kierra calms herself. "Why are they fighting each other?"
Nalun Elzrahar |
Humm, well Yorn I can make you bigger, but not smaller good buddy.
Nalun ponders a bit...
Reminds me of this book I read called Diminutive Dwarves of the Deep, it was about Derro, which in fact bear no relation to Dwarvenkind but do indeed bear a resemblance to fey creatures. Nalun rambles on about Derro, Drow, and the Underdark.
GM: Dave the Dwarf |
Yorn scouts ahead and returns with this info.
The hall ahead splits to the left and right. The corridors start filling up with water both ways.
To the left the corridor the water gets to two feet deep. At the end of the corridor is a swollen wooden door, barely contained by its decaying frame. I listened at the door and I heard the faint sound of frogs croaking.
GM: Dave the Dwarf |
To the right I found a strange blue fungus covering the walls, ceiling, and pillars of the waterlogged chamber. Its wispy strands stretch out from the wall like roots dangling in the air, twitching and swaying in an unseen breeze. Floating in the water are four decaying corpses—three large rats and one giant frog—with strange burn marks all over their bodies. The water in that chamber is a little over a foot deep.
GM: Dave the Dwarf |
The fungus growing on the walls of this chamber is a rather dangerous hazard known as azure fungus. As a byproduct of its growth, the fungus builds up a charge of electricity that it releases in bursts into its surroundings. Normally this can be detected by a faint sizzling noise coming from the fungus. In this chamber however, it is a bit more deadly: the water that fills the room conducts the current.
The azure fungus is sensitive to touch and discharges its electricity if contacted. If anyone tries to move through the water at a speed greater than 5 feet per round, the fungus discharges from the impact of waves and splashes. Otherwise, the fungus discharges randomly once every 1d10 rounds. When the fungus discharges, all creatures in this room or adjacent to a square in this room take 3d6 points of electricity damage; a DC 14 Fortitude save halves the damage. Creatures that are not touching the water are immune. After a discharge, the fungus cannot discharge again for 1d6 rounds. Scraping it from the wall kills it and takes 1 round per 5-foot- square patch. Azure fungus is immune to electricity and fire, but any amount of cold damage causes one 5-foot patch to become inert for 1 hour. This room is not safe to traverse unless the patches on every wall adjacent to the water are destroyed first.
Nalun you know all of this. Lol Shalee!
Nalun Elzrahar |
Shalee, you've read Foreman Frank's work! I love his take on the defecation mannerisms of gnollkind he has tons of insight into how their markings also tend to show a pattern in spray... Nalun trails off as he realizes that Shalee was messing with him.
Guys, stay out of the fungi room. Until I can think of a way to get past the deadly fungi
GM: Dave the Dwarf |
The 2 of you force the door open and it comes off its frame.
The chamber is in an advanced state of decay, with a gaping hole in the ceiling admitting a constant trickle of water. The three stone sarcophagi in this room are almost completely covered in a thick carpet of moss and fungus.
The water is 3 feet deep. Medium creatures treat each square in this room as difficult terrain. Regardless of a creature’s size, the water hinders any action requiring an Acrobatics check (increase the DC by +2)
A large frog has made this chamber its lair, having ventured here through the hole in the ceiling. This frog is rather hungry and attacks Mark on sight. You are not supprised but it was ready for you.
Combat round 1.
GM: Dave the Dwarf |
Initiative:
Nalun's Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Yorn's Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Mark's Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Maggie's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Shalee's Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Kierra's Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Frog: 1d20 + 1 ⇒ (14) + 1 = 15