Calden Tigg |
Calden looks sad and nods absently at Shirzon and Korech. "Yeah, that makes sense, I guess. But what kind of creature would kill horses and ponies like that, and then not try to eat their flesh? Of why would bandits leave a saddlebag full of supplies?"
He examines the contents of the pack again. "We'd best take the lamp oil and the foodstuffs. There's nothing to do put to press on, and those might come in useful." He looks at the carved keystone above the entrance. "Should we go in?"
I've added these items to my equipment list.
GM Giuseppe |
=======================
Date – Neth 5th 4710 AR
Time – Afternoon
=======================
---
It’s time to enter the Crypt*: the door is unlocked but very heavy, and it takes a some time for you to pry it open. In the end, with everyone except Merephel contributing, you manage to pry the heavy wooden door open. The first chamber of the Crypt opens up in front of you.
---
As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.*
---
As you’re still trying to figure out what happened here, you hear some rattles coming from the skeletons scattered through the entire chamber. Suddenly, six of them raise together: they still wear broken chain shirts and wield broken scimitars weathered with time. Their eyes shine with an eerie glow as they move towards you with creaks of bones accompanying every skeletons’ move.
=======================
ROUND 1
=======================
The skeleton move towards you. Luckily, the space is not enough for the to swarm over you completely, but four of them still manage to get in melee range and attack Korech and Calden. Only one of the skeletons manages to breach through your defenses, and hits Korech with his crude, rusting scimitar**.
---
Environmental Information: The Crypt is unlit. This first chamber is illuminated from the light coming from the outside though, and it counts as dim light. Ceilings are 15 feet high and all the surfaces are made of stone. The walls are decorated with a scrolling pattern of villagers fighting off masked bandits and monsters. This artwork is still in relatively good condition, although water damage and lichen have taken their toll. The stench of mold and rot hangs heavy in the air.
Dim light: In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself.
---
INITIATIVE ORDER
- Skeletons
- Korech
- Calden
- Merephel
- Shirzon
______________________________________
* If you want to claim other items here, it's now time to do it!
** Korech takes 2 points of damage!
Roll20 map updated. Check it out!
As always when we're in combat and posts tend to be less descriptive, I would like you to post every time you can. The more you post, the faster we go! That said, if you won't have posted before 8 p.m. GMT+1 (12:00 a.m. for Korech, 11:00 a.m. for Shirzon and Merephel) I'll be botting your characters.
======================
INITIATIVE
======================
Calden: 1d20 + 2 ⇒ (14) + 2 = 16
Korech: 1d20 + 3 ⇒ (13) + 3 = 16
Merephel: 1d20 + 1 ⇒ (6) + 1 = 7
Shirzon: 1d20 + 4 ⇒ (1) + 4 = 5
Skeletons: 1d20 + 6 ⇒ (19) + 6 = 25
======================
SKELETONS' ATTACKS
======================
#1 Broken scimitar attack: 1d20 ⇒ 3
#1 Broken scimitar damage: 1d6 ⇒ 3
#2 Broken scimitar attack: 1d20 ⇒ 16
#2 Broken scimitar damage: 1d6 ⇒ 2
#3 Broken scimitar attack: 1d20 ⇒ 10
#3 Broken scimitar damage: 1d6 ⇒ 4
#4 Broken scimitar attack: 1d20 ⇒ 6
#4 Broken scimitar damage: 1d6 ⇒ 1
Korech |
=======
Outside
=======
"People go in and... people with no meat go in..."
Shaking his head, Korech snatches the food, oil, and blunted arrows before heading in.
=======
Inside
=======
As he steps in and starts to look over the artwork, he blanches at the wail, and looks with some fear down the chamber. Korech's eyes go wide with fear as the skeletons begin forming before him. However, his fear quickly vanishes, and the lanky half-orc lets out a bestial snarl. He passes his bow to his off hand, pulling out a mace. The injury just seems to make him madder. With shocking fury, he wades into the skeletons, and starts flailing his mace about.
Attack+Favored Enemy: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Damage+FE: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Free to pass bow to off hand, move to draw mace, standard to attack the skeleton on the square left of Korech. The numbers on the map don't seem to line up with the skeletons.
Shirzon the Quarter |
=======================
ROUND 1
=======================
Knowledge (Religion): 1d20 ⇒ 7
Shirzon jumps at the rising skeletons. She backs into a corner, scattering other bones on the floor as she reaches for a weapon. "What the hell is going on?" she demands, eyes wide with fear.
Following Korech's lead, she draws her mace and lashes out at the bones in front of her.
Light Mace: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Five foot step into the corner, move action draw, standard attack.
I looked at the Roll20 before I left this morning and moved myself, but I forgot to note the skeleton's number! I think Shirzon can only reach the front left corner one anyway.
Merephel Angorat |
=======================
ROUND 1
=======================
Gonna take 10 on Knowledge: Religion, for 14.
Merephel chuckles, a low, deep, slightly disturbing chuckle. She draws her holy symbol, and calls out.
"Shelyn! You have prepared me for this moment. In your Infinite Wisdom, for this I have trained. Let my skills be unleashed, and your will be done!"
Standard Action to Turn Undead. All the skeletons get a Will Save DC 12, or they flee for one minute. Then she draws her shortspear as a move action.
Calden Tigg |
Knowledge Religion: 1d20 + 4 ⇒ (10) + 4 = 14
Calden jumps when he hears the wail and barely recovers from seeing the skeletons, when he hears Merephel laughing at his shoulder. "Whu? Prepare you? For skeletons?"
He then takes two swings with his staff at the skeletons closing in on him and Merephel.
--
Sorry, running a bit short on time today. Flurry of Blows with quarterstaff, both attacking #3. The second attack is on #1, if my first attack kills #3.
Attack 1: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Attack 1: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
GM Giuseppe |
=======================
ROUND 1
=======================
It all happens in a matter of seconds. Korech draws his mace and tries to hit a skeleton, but the creature is nimbler than expected, and his attack misses. Calden's attack, made with his quartestaff, proves more accurate and manage to completely destroy one of the skeletons. Calden's second attack misses, with the complicity of the shadows making Calden's senses obfuscated.
Then Merephel channels the favor of her deity to turn the undead: her skills are suprising, making instantly flee three skeletons. In the meantime, Shirzon back into the corner and tries to hit one skeleton without success: the undead parries her attack with relative ease.
=======================
ROUND 2
=======================
Three of the skeletons flee, panicked by Merephel's divine power, leaving their scimitars behind*. In their attempt to flee, they lower their defenses, a chance that Korech, Calden and Shirzon are ready to catch: they attack with all of their strenght and manage to destroy all the fleeing skeletons before they can get away.
The remaining skeletons throw themselves against Korech and Calden. This time, they have time to attack with both their scimitars and claws, but Korech and Calden prove surprisingly able to defend themselves from the skeletons' attacks. Calden nimbly avoids the skeleton's attempts, while Korech parries the first attack with his mace and then blocks the skeletal hand reaching to him closing his fist around the creature's skeletal wrist**.
---
Dim light: In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself.
---
INITIATIVE ORDER
- Skeletons
- Korech
- Calden
- Merephel
- Shirzon
______________________________________
* I've rolled AoO for you.
** Just description, Korech is not actually grappling the skeleton ;)
Roll20 map updated. Check it out!
As always when we're in combat and posts tend to be less descriptive, I would like you to post every time you can. The more you post, the faster we go! That said, if you won't have posted before 12 p.m. GMT+1 (4:00 p.m. for Korech, 3:00 p.m. for Shirzon and Merephel) I'll be botting your characters.
======================
CONCEALMENT
======================
Calden's first attack: 1d100 ⇒ 34
Calden's second attack: 1d100 ⇒ 5
======================
SKELETONS' WILL SAVE
======================
#1: 1d20 + 2 ⇒ (7) + 2 = 9
#2: 1d20 + 2 ⇒ (6) + 2 = 8
#4: 1d20 + 2 ⇒ (1) + 2 = 3
#5: 1d20 + 2 ⇒ (16) + 2 = 18
#6: 1d20 + 2 ⇒ (13) + 2 = 15
======================
PARTY'S AoO
======================
Calden's attack against #1: 1d20 + 3 ⇒ (16) + 3 = 19
Calden's damage: 1d6 + 4 ⇒ (3) + 4 = 7
Korech's attack against #2: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Korech's damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Shirzon's attack against #4: 1d20 + 1 ⇒ (18) + 1 = 19
Shirzon's damage: 1d6 + 1 ⇒ (4) + 1 = 5
======================
CONCEALMENT
======================
Calden's attack of opportunity: 1d100 ⇒ 50
======================
SKELETONS' ATTACKS
======================
#5 Broken scimitar attack: 1d20 ⇒ 11
#5 Broken scimitar damage: 1d6 ⇒ 6
#5 Claw attack: 1d20 - 3 ⇒ (3) - 3 = 0
#5 Claw damage: 1d4 + 1 ⇒ (3) + 1 = 4
#6 Broken scimitar attack: 1d20 ⇒ 13
#6 Broken scimitar damage: 1d6 ⇒ 1
#6 Claw attack: 1d20 - 3 ⇒ (14) - 3 = 11
#6 Claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
Merephel Angorat |
=======================
ROUND 2
=======================
Merephel lets out a cheer of excitement, and moves to attack one of the remaining skeletons.
1d20 ⇒ 3
Her attack goes wide, and her expression falls a bit.
Korech |
=========
Round 2
=========
Korech blinks as Merephel lets out a very strange laugh before blasting away several skeletons with holy might.
That was disturbing.
He then realizes he's holding a skeleton's arm. Snarling, he pushes it back, but his follow-up swing is clumsy and misses by a mile.
Attack: 1d20 + 6 ⇒ (5) + 6 = 11 Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Shirzon the Quarter |
=======================
ROUND 2
=======================
"I don't know what you did, Angorat, but it worked!" Shirzon shouts, excited to see so many of the bones fall.
She maneuvers around the creatures, trying to avoid their attacks to land one of her own.
Acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27
Light mace, flanking: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
Damage, sneak attack: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9
Acrobatics to move into flanking without provoking, then attack! Since it's a free action, Shirzon will just drop her pack anytime combat starts.
Calden Tigg |
=======================
ROUND 2
=======================
Calden takes a whack as the skeleton turns its back, but he has no clue what just happened. He looks over his shoulder at Merephel, as if he's never seen her before in his life. "What did you do? You command the undead?" He sounds horrified.
Cursing the lack of light (and thanking it at the same time, because he wouldn't really want a better look at these walking corpses), Calden keeps bashing his quarterstaff at the skeletons. There's little grace in his attacks, but he seems to get one glancing hit in.
--
Flurry of Blows with quarterstaff again. Hitting #5 with both attacks, or #6 if that one dies in the first attack. 1-20 on percentile misses due to dim light.
Attack 1: 1d20 + 2 ⇒ (15) + 2 = 17
Damage 1: 1d6 + 2 ⇒ (1) + 2 = 3
Miss chance 1: 1d100 ⇒ 96
Attack 2: 1d20 + 2 ⇒ (9) + 2 = 11
Damage 2: 1d6 + 2 ⇒ (5) + 2 = 7
Miss chance 2: 1d100 ⇒ 12
GM Giuseppe |
=======================
ROUND 2
=======================
Shirzon manages to destroy another skeleton, while Korech's and Merephel's attacks miss and Calden is able to hit the skeleton before him without managing to destroy it completely.
=======================
ROUND 3
=======================
The last standing skeleton blindly attacks Calden with both his rusted scimitar and razor-sharp claws. The scimitar digs deep in Calden's chest, ripping open his outfit near to his belly. Blood begins flowing out of the brutal wound. A moment after, the skeleton thrusts his skeletal hand into Calden's neck, scratching his flesh and making him bleed even more. Calden is clearly deeply wounded. The skeleton is covered with Calden's blood, his rusting scimitar still dripping red liquid*.
---
Dim light: In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself.
---
INITIATIVE ORDER
- Skeletons
- Korech
- Calden
- Merephel
- Shirzon
______________________________________
* Calden takes 10 points of damage!
Last skeleton standing, if you manage to kill it in the next post, we could move on without waiting for me to wake up tomorrow morning. Even a single post could do.
Roll20 map updated. Check it out!
======================
SKELETONS' ATTACKS
======================
#5 Broken scimitar attack: 1d20 ⇒ 18
#5 Broken scimitar damage: 1d6 ⇒ 6
#5 Claw attack: 1d20 - 3 ⇒ (18) - 3 = 15
#5 Claw damage: 1d4 + 1 ⇒ (3) + 1 = 4
Calden Tigg |
=======================
ROUND 3
=======================
"Aargh!" Calden drops his quarterstaff from the pain. Clutching his belly with one hand, Calden takes a desperate lunge forward to the last skeleton. With his left fist, he takes two large swings.
--
Quick post to keep things moving. Flurry of Blows unarmed. 1-20 on percentile misses due to dim light.
Attack 1: 1d20 + 2 ⇒ (17) + 2 = 19
Damage 1: 1d6 + 2 ⇒ (6) + 2 = 8
Miss chance 1: 1d100 ⇒ 43
Attack 2: 1d20 + 2 ⇒ (11) + 2 = 13
Damage 2: 1d6 + 2 ⇒ (1) + 2 = 3
Miss chance 2: 1d100 ⇒ 50
If that finishes the fight, Calden sags down against a pillar, nearly unconscious from shock.
Korech |
Further infuriated by the attack on Calden, Korech swings out straight for the remaining skeleton's head with his light mace.
Attack: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Shirzon the Quarter |
=======================
ROUND 3
=======================
Shirzon gets in position and swings at the bony thing with her allies.
Light mace, flanking: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
Damage, sneak attack: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (6) = 11
Merephel Angorat |
=====================
Round 3
=====================
Merephel screams, and rushes to Calden. She places her holy symbol against his wound. Pure light emanates from within the symbol.
______________________
Merephel take a move action to move to Calden, then converts her prepared Domain Spell to a Cure Light Wounds.
1d8 + 1 ⇒ (2) + 1 = 3
GM Giuseppe |
=======================
ROUND 3
=======================
With a last, desperate blow, Korech manage to destroy the last skeleton left. The bones of which the creature is composed suddenly crumble and fall.
Combat is over!
---
Now that you have some time, you can examine the first chamber of the Crypt of the Everflame. Of course what just happened wasn't planned: there's clearly something wrong in the Crypt this year.
Treasure: Eight broken scimitars and eight broken chain shirts are also in the chamber, close to the dust indicating where the skeletons have been destroyed. Although old and rusty, these items are still worth some coins if sold to a blacksmith back in Kassen.
______________________________________
XP added to the XP Tracker in the Info Tab.
In your next posts, I expect you to heal your wounds as needed, roleplay a bit if you like it, and above all decide where to go next. As you can see on the map, there are two doors in this chamber, one to the left and one to the right. Feel free to roleplay in this thread to reach an agreement about where to go or use the discussion thread if you want to handle the matter out of the game. Also, I've included in my post some details regarding the chamber you're currently in to enhance your awareness of your surroundings.
As usually, I'll post again tomorrow morning, about 9 a.m. GMT+1 (01:00 a.m. for Korech, 12:00 p.m. for Shirzon and Merephel), and I expect you to have posted by that moment. Otherwise, I'll simply assume you go right.
Roll20 map updated. Check it out!
Korech |
Taking 10 to pass the checks. Btw, I'm using polish for bits of orcish colour.
With a very satisfying THWACK Korech caves in the head of the skeleton. He kicks the bony creature to the ground, snarling before he shouts at it in orcish.
"Abomination! Rise again so I can kill you!"
After finally calming down, he sucks in a few huge breaths as he calms himself. He stalks over to the corpses and as he sees them he lets out a breath and closes his eyes.
"Gerol. Vark. I not know good, but friends of mayor. Kassen-folk die here. We have answer; what kill horse but not eat? Nieumarli, undead."
Standing, he searches the chamber, finding two packs and holding them out.
"They use arrows that hurt, not kill. All for test. For us. Sad."
Korech lapses into a moody silence as he surveys the scene.
Shirzon the Quarter |
I will also take 10 on the checks.
Shirzon recognizes the bodies, but doesn't want to get too close. She hooks the bag on the ground with her boot and drags it off somewhere less gruesome to examine the contents. She deposits it in the corner, pocketing the two smokesticks.
She scans the smashed up bones littering the floor for a while, unable to say anything. Finally, she quietly asks, "Calden, how's that cut? You gonna be all right?"
Her ears perk up as the wailing continues. "I don't like the sound of that... Maybe we should stay away from it. Could be trouble," she suggests, clearly shaken.
Merephel Angorat |
Merephel looks concerned, and busies herself tending everyone's injuries. She uses another channel ability, and mutters a bit over Calden's injuries, ensuring he is healed.
I'll convert a non-domain spell to heal Calden. Also, Merephel will channel once, to get both Calden and Korech. I will convert the prepared Bless spell. Use the same roll?
1d6 ⇒ 4
Calden Tigg |
Taking 10 to pass all checks.
Calden sits back looking bewildered and breathing hard until Merephel has healed the most of it. He picks up his quarterstaff and uses it to prop himself up on his feet. "Thanks. I'll be allright, I guess. It's just... I never expected something like this. Even after the orcs and the wolves. I thought we should warn someone, but we're miles away from Kassen."
He joins Korech in examining the bodies, and the rest of the chamber. Upon seeing the bodies of Gerol and Vark his jaw clenches, and he quickly looks away. "You're right, Korech. We know what killed the horses. But why are there undead here?" With that thought, he turns to Merephel, looking a bit anxious. "Meph... why do the undead obey your commands? You said you were preparing for this?"
As it becomes clear that they have to press further on, Calden seems in doubt. "You're right that the wailing could be trouble. But it could also be more Kassenites in trouble. Shouldn't we investigate? Maybe we can still save them..."
GM Giuseppe |
You pause for a while. Merephel heals your wounds with her divine magic, while Shirzon searches the backpack, claiming two smokesticks*. When everyone's wounds have been healed and you're done examining the area, you're ready to continue your exploration of the Crypt of the Everflame. After a short debate, the group decides to go left. You open the door leading west, and you can see the following scene before you:
In the center of this room is a large pool of clear water, fed by a fountain on the wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of Kassen, but his head has been broken off and is nowhere to be seen. A voice booms out from the darkness, saying, “Magic is the key.” The voice slowly fades, leaving a dreadful silence.
There are two doors to the south. The pool is 40 feet deep.
______________________________________
* I'm assuming you're leaving the rest of the gear contained in the backpacks behind. If you want to claim something, please do it in your next post.
We're now entering an exploration part of the adventure: please post as often as you can and always try to perform some action in your posts to keep things moving. I simply want you to tell me what you do now.
Roll 20 map updated.
Today is thanksgiving day, isn't it? By the way, I'm asking you at least 1 post before 12:00 p.m. GMT+1 (04:00 p.m. for Korech, 03:00 p.m. for Merephel and Shirzon). If you can post more, of course, you will proceed more, so you're encouraged to post as often as possible, especially during the morning, when I can quickly answer to your PCs' questions.
Merephel Angorat |
1 person marked this as a favorite. |
Yes, it is! Big holiday over here.
Merephel looks horrified.
"I do not control the undead! That...that is EVIL. No, I use the same power that lets me heal wounds, and it scares them away. They flee from Shelyn's Divine Radiance."
She thinks for a moment.
"Here, let me see if I can handle this."
Merephel walks up to the statue, and examines it. After a few moments, she gets a frustrated look on her face. She pulls out a torch, and gets halfway to lighting it. But, before she can light it, her face lights up instead. She chants a quick prayer, and her shield begins to glow.
Merephel casts Light on her shield.
GM Giuseppe |
With the help of your light, you can now see that at the bottom of the pool there are several items, all similar in form, faintly shining thanks to the light on your shield.
Korech |
Canadian, so ours was last month. :D
Back in the first room, Korech finally speaks, turning to look at the group resolutely.
"We go on. Undead must die. Hard test for us, but we do good."
Korech hooks his mace back on his belt and heads to the left, his bow tapping lightly on the ground as he walks.
Korech's reaction to the vision before them is muted. He just stares ahead for a long time, silent and still.
WHAT THE HELL WAS THAT?!
After a long moment he looks to the group.
"Hrm. Something bad happen here. Maybe someone hurt statue of Kassen and make undead come? Dunno. But... hm."
Korech moves over to the fountain, staring into the water.
"Water very deep. Most lakes not this deep. Someone have rope? Maybe something down here."
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Calden Tigg |
Calden is fine with leaving the other equipment I a corner, to collect on the way out. He'd probably even stack the scimitar there, if it weren't for the fact that he'd have to pick through skeletons to retrieve them.
Calden looks relieved at Merephel's explanation. "Well, that makes sense, I guess. Like bats fleeing before lamp light."
He tries to make his way to the other room as silent as possible, weary of another attack. The booming voice has him startled, ready to jump at shadows. He looks sullen at the message. "Magic is the key? Figures..."
When it's apparent that there will be no attack, he starts examining the room. "This looked to be a pretty statue once. A shame that the head is missing. Do you think it's at the bottom of the pool?" He peers into the water, and examines the rest of the statue. Then he has a thought. "Or do you think they voice was hinting at something to open those doors?" He walks to both doors, seeing where there is a lock of any kind. He doesn't open the doors yet, though.
-Posted with Wayfinder
Calden Tigg |
Take 10 on Perception, for 16.
Calden stares into the water, next to Korech. "Yeah, I have rope. But what do you want to do down there? We can't possibly dredge up all of those keys."
He thinks for a minute. "Magic is the key. Why would magic be the key, if there are hundreds of keys down there. Any ideas, Meph?"
GM Giuseppe |
When Calden moves closer to the doors, he finds out that both of them have key-holes. The doors appear to be very sturdy.
Korech |
Korech frowns.
"You know what keys magic, what keys not?"
Merephel Angorat |
Merephel frowns.
"I didn't know I would need to be able to detect magic auras, so I didn't ask Shelyn for that blessing. Of course, we can always try them in the door. Although by the time we get through them all, I might be able to just pray for the spell...."
Her face lit up.
"Maybe it isn't that a key is magic, but has to be made magic! I can just recast that light spell on a key..."
You know, when I play casters, I always prepare Detect Magic, but I thought Merephel wouldn't be as concerned with it. Go figure we'd need it.
1d20 + 4 ⇒ (10) + 4 = 14
Calden Tigg |
Calden looks dubious, but tries to keep his spirits high. "Well, I guess there's only one way to find out."
He moves into a corner of the room and props his quarterstaff and backpack against the wall. He pulls the rope from his backpack, throwing it to Korech. He then sets his boots next to his backpack and folds his coat over it. With a nervous glance at the women, Calden quickly proceeds to strip down to his smallclothes. He's lean, fit and muscular, no doubt a result of his many hours of exercise with Ilimara.
"Ready," he says when he has tied one end of the rope around his waist. He then jumps into the water and dives, hoping to retrieve a fist full of keys, which he'll hand to Merephel when he gets back up.
Take 10 on Swim, for a result of 13.
Korech |
Korech, who was also prepared to dive in, grunts and nods approvingly. He crouches by the edge of the pool, helping gather the keys.
"Good, I no like swim. Calden can get wet."
Once Merephel has cast a light spell on a key, Korech tries it against the door.
GM Giuseppe |
Calden is able to reach the bottom of the pool and retrieve the key Merephel has casted light upon. What do you do with the key?
Calden Tigg |
Calden climbs out of the pool, shivering a bit from the cold water. Would I have to go in again? Nah, these keys are as good as any.
Calden wraps himself in his cloak, to dry off most of the water. "And, does it work?" he asks Korech. "On either of the doors?"
I think Korech already posted he would try the key on the door(s).
-Posted with Wayfinder
GM Giuseppe |
When Korech tries the key you've found on the doors, he finds that both of them are locked. Unfortunately, the key you have recovered appears not to be the right one to unlock the doors.
Shirzon the Quarter |
"You know," Shirzon chimes in once Calden's key fails to open the door, "I'm not bad with a lockpick." She pulls out and unrolls a set of metal tools from her back. She crouches in front of the western door, fiddling with the lock.
Take 20 on Disable Device to unlock for 27.
Calden Tigg |
"I'm not so sure that's something to be proud of," says Calden. He walks back to where he left his clothes, happy that Shirzon is occupied working on the lock so that he can get dressed without her looking, at least.
-Posted with Wayfinder
GM Giuseppe |
Unfortunately, Shirzon's skills are not enough to open the doors, even if the half-orc puts the maximum efforts in her task. What do you do next?
Merephel Angorat |
"I'm so sorry, everyone. I feel like I've let you down. I didn't realize magic would be so prevalent, especially at the first room we came to..."
Merephel looks genuinely upset.
GM Giuseppe |
When even Shirzon's impressive skills at lockpicking prove insufficient to open the doors of this chamber, it's clear that you will need the right key to unlock the doors and gain access to the areas beyond. You are sure that when Merephel will have the chance to prepare herself for the task you will find a way to overcome the situation, but for now it's too early to rest for the whole day waiting for the girl to refocus her divine powers. And moreover, there was that wailing in the first chamber you heard coming from east that draws you to continue your exploration.
As a consequence, you reluctantly abandon this chamber and return in the previous one, where the fight with the skeletons has taken place some minutes before. You head toward the door on the eastern side of the first chamber. The door is not locked and you easily open it.
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"This large chamber contains a maze of pillars that obscure the far side of the room. Next to the door is a pile of empty saddlebags and three brooms."
---
The wailing that could be heard before is much louder in this chamber and appears to be coming from the door to the south.
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For your next post I need you to be able to access Roll20 in order to see the map and mark the path taken by your character. Please mark your character's path using the brush tool on the left and then selecting the "freehand" option. Select a color for your character and inform me of the color you've chosen in your post. I've provided an example of what I'm expecting on the map, marking Kayla's path through the chamber with a green marker.
Important: I need to know the order in which you are entering the chamber. Please do not wait for everyone to decide who's going first, who's going second and so on. Just state if you would like to go first, second, third or fourth in your post. Those coming after you will adapt or fill the remaining spots.
I expect each of you to post before 9 a.m. GMT+1 (01:00 a.m. for Korech, 12:00 p.m. for Shirzon and Merephel. Characters whose players wouldn't have posted by that time would be randomly controlled by me, and I will choose the most reasonable path through the chamber.
Roll20 map updated. Check it out!
Korech |
Korech is brusque and so would probably go in front unless someone tries to establish a proper party order.
Korech offers a bit of a craggy smile to Merephel in an attempt to reassure her, patting her on the shoulder.
"We not expect undead either. There more to see, and if we wait for god-magic, then we wait. Is okay."
Giving up on the door, he turns and stalks back through the main chamber, and to the entrance on the right. He looks genuinely confused by the maze of pillars, and makes a brave attempt to ignore the wailing.
"Huh. Not sure what this room for. Not much here."
Seeing nothing of real note in the room beyond the brooms, Korech takes the shortest route to the door so he can listen at it.
I used purple for Korech.
Merephel Angorat |
Merephel would be 3rd, and is red on Roll20.
She perks up a little at Korech's words, and follows him toward the next room.
Shirzon the Quarter |
Shirzon rolls her eyes at Calden's comments, and struggles to get through the locks. She eventually gives up and heads toward the wailing with everyone else. "Don't sweat it, Angorat. We can deal with it later."
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As Korech and Merephel head forward in the pillar room, Shirzon hangs in the back, taking a look further into the room. Who built this? There's hardly any room to move without bumping into another column. Maybe it's just to get in the way?
Shirzon's path is white, she dawdles and goes 4th.
Calden Tigg |
Back in his clothes, but still with wet hair, Calden follows the others back to the room with the skeletons, carefully picking his way between the bones.
"You're right, Korech. It doesn't make a lot of sense. Seriously... Brooms?" The presence of the brooms does give him an idea, though. He inspects the corridors closely for dust, or signs of sweeping. Calden is close on Korech's heels, choosing the hallway to the left to prevent the group from being suprised by something coming from that side.
Calden is second. I've drawn the line in blue.
GM Giuseppe |
Korech is the first to enter the maze of pillars, and quickly takes the shortest route to the door. While he walks, however, something unexpected happens: one of the tiles on the floow abruptly swings inward, leaving nothing for Korech to support himself upon. The half-orc falls in a sort of pit in the ground, and he's so surprised that he's not even able to jump away and avoid the fall*. Surprisingly, at the bottom of the pit there are not spikes or snakes, but only pillows cushioning the fall.
It has been a bad fall, but the pillows have avoided Korech to break his spine in the process. As a result, the half-orc is still capable of standing up again. He immediately tries to reach the ground level again by climbing the pit vertical surface, but it quickly becomes clear to him that he won't be able to climb his way up that way: the pit walls are too smooth and vertical to be climbed. The half-orc then makes an attempt to jump and cling to the edge of the pit, but that proves a difficult task: Korech is not able to perform a high jump sufficient to let him cling to the edge of the pit.
Fortunately, her companions are there to help him: Calden has already taken another route, but Merephel was following Korech's steps and is now at the top of the pit, trying to figure out a way to help Korech. She immediately lowers her silk rope into the pit. Korech grabs the rope and tries to climb up the pit's vertical walls. Merephel proves surprisingly strong and manages, somehow, to support Korech's load while the half-orc climbs pit's walls and finally clings to the edge of pit. Then, Korech stand up and takes a jump to fly over the pit in the ground.
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In the meantime, Calden has taken a completely different route from the one chosen by Korech. He has heard the noises caused by the half-orc's fall, and though he wasn't able to help him in time, now he's aware that this chamber could be filled with traps. As a consequence, the lad keeps his eyes opened while he walks. That proves a wise move: Calden spots another pit trap just before stepping on it, and promptly informs his companions. He then nimbly jumps over the pit, reaching Korech next to the door.
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Merephel greatly benefits from Calden's information. After having helped Korech, she stuffs her rope back into her backpack and goes on. On her way, though, there's a pit trap that fortunately Calden has already spotted for her. The girl jumps over the pit too, even if much less nimbly than Calden due to her armor, joining Korech and Calden near the door.
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In the meanwhile, Shirzon has chosen a completely different path from the one followed by her companions. She has noticed Korech falling in the pit trap, and she stays wary while she proceeds as a result. No traps are on her way though, and the half-orc can quietly scan the chamber.
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Korech, Calden and Merephel are near the door. The wailing is louder here. Korech tries to open the door, but discovers that it's locked with a complex mechanism that prevents him from moving forward. When the situation seems to grow harder, with all the doors leading deeper into the Crypt locked and impossibile to lockpick, Calden inform his companions that he has seen something interesting while he walked to the door: a switch on the wall along the southern part of the chamber. When he says so, Merephel and Korech too remeber to have seen that switch. Maybe it would open the door.
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Hearing her companions talk about "switches in the wall", Shirzon looks around in search of other switches. Her sight is good enough to allow her to spot another switch to the east**.
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* I've assumed that Korech is not expecting a trap at all, and thus he do not have a free Perception roll to spot the trap before springing it. Korech takes 3 points of nonlethal damage.
** I've marked the switches' location on the map.
Roll20 map updated. Check it out!
Oh, this encounter is such a pain in PbP! However, I'm sure you'll overcome it. I know that you probably won't be able to access Roll20, so if you can't, please describe what your character does and I will assign him/her the shortest route to the intended destination. I will assume that you move in the same order as before, with Korech going 1st, Calden 2nd, Merephel 3rd and Shirzon 4th.
I expect each of you to post before 08:00 p.m. GMT+1 (12:00 a.m. for Korech, 11:00 a.m. for Shirzon and Merephel. Characters whose players wouldn't have posted by that time would be randomly controlled by me, and I will choose the most reasonable path through the chamber.
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REFLEX SAVE
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Korech: 1d20 + 5 ⇒ (2) + 5 = 7
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PIT DAMAGE
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Korech: 1d6 ⇒ 3
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ACROBATICS CHECK
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Korech: 1d20 + 2 ⇒ (2) + 2 = 4
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STRENGHT CHECK
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Merephel: 1d20 + 1 ⇒ (14) + 1 = 15
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PERCEPTION CHECK
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Calden: 1d20 + 6 ⇒ (11) + 6 = 17
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PASSIVE PERCEPTION CHECKS
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Calden: 1d20 + 6 ⇒ (19) + 6 = 25
Korech: 1d20 + 6 ⇒ (6) + 6 = 12
Merephel: 1d20 + 4 ⇒ (7) + 4 = 11
Shirzon: 1d20 + 6 ⇒ (15) + 6 = 21
Calden Tigg |
When they reach the door, Calden claps Korech on the shoulder. He is relieved that the room does not hold some wailing banshee, or a tormented Kassenite. "Are you all right, Korech? At least now we know what the pillows were for," he says cheerfully. "We can assume we can thank the nice people of Kassen for those."
Wheh it becomes clear the this door too, won't open without some kind of trick, Calden looks determined. "So, it's another kind of puzzle. Or maybe it originally was a deadly trap to deter intruders, but it's been repurposed as a puzzle since. Anyway, I think we should look for more switches. Once we know how many there are, we can try to find some pattern. Or just try lots of combinations. I'll take the corner over there."
Calden turns back and is about to leave, when he thinks of something. "I'll need light if I want to spot those switches. Merephel, can I borrow the lantern?"
With the lantern in one hand and his staff in the other, Calden makes his way further into the room. He walks as far to the north and east as he can, while looking out for the sight of more switches, left or right. He taps his quarterstaff on the ground in front of him, to hopefully detect more pit traps. "Hey, maybe that's what the broomstick were meant for? To figure out where the traps are? The ground might sound hollow... "
Indeed, no access to Roll20 at work. However, I think I remember the room extending mostly to the north, with recesses left and right. Calden will go north and east as far as he can, then double back to reach the switch furthest away from the door.
-Posted with Wayfinder
Korech |
AAAAAAHHHHH!!
WHUMP
There's a moment of silence before Korech looks around the pit blearily in a haze of feathers. He lets out a bark of laughter, collapsing back and giggling from the stress and insanity of what he's going through. With the bodies in the next chamber and the terror of the fall, the innocent pillow test seems like a nasty joke.
Finally, he sets to getting out and after failing to climb and jump, he grabs Merephel's rope and hauls himself out, clinging to Merephel as he clambers his way out onto the edge.
"Thanks you. That was silly."
Back on safe ground, he looks round until Shirzon and Calden spots the switches.
"Hrm. Remember lesson is work like team. Maybe both switches at same time? Or there more switches. Not sure. SHIRZON! You see more switch?"
While he does that, Korech shakily gets to his feet and hops over the western pit.
Taking 10 on acrobatics for 12 to clear the pit, and Korech will then hang out by the switch.
Shirzon the Quarter |
Shirzon's hand goes to her weapon as Korech screams, and she whips around ready to fight again. She breathes a sigh of relief when the pillowed trap is made evident, and continues to wordlessly scan the room.
"Yeah, I see some switches!" she calls back to Korech. "Hm. I wonder if I can rig these..." Shirzon goes back and grabs a broom to tab along the ground to aid her in her search for traps, taking a minute or two to search for them carefully with each step.
Take 20 on Perception for 27 in each square as Shirzon moves east toward the switch.
Shirzon moves up to a trapdoor (assuming she finds one in her path--if not, she'll do this on one that Calden discovered) and gets her tools out again. She scans the swinging door of the trap, and gets to work trying to disable its trigger so that it can be walked across without falling.
Disable Device to disarm the trap: 1d20 + 8 ⇒ (9) + 8 = 17
GM Giuseppe |
Korech reaches the switch to the south without any problem, and waits for his companions to find other switches before actually interacting with it.
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In his route to the north of the chamber, Calden runs into two more pit traps. He's not able to spot the first of them before stepping on it, but thanks to his staff he manages to avoid falling into the pit: he has the time to react in time hearing his staff hitting a void space beneath the ground.
Once he reaches the northern end of the chamber, Calden turns left to continue his examination of the room seeking another switch. It is here that he spots another pit trap, but this time he doesn't even spring it open. Calden just jumps past the pit trap, and once he land on the other side he quickly finds another switch against the nothern floor of the chamber.
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Shirzon moves towards the eastern end of the chamber with slow and reasoned steps. She's able to uncover another trap on the floor, but she doesn't manage to disarm the trap. Not willing to risk to incidentally trigger the trap, the half-orc just jumps over the pit and tries to disarm the pit trap discovered by Calden. This time she's luckier, and she manages to succesfully disarm the trap. While she's there, her companions calls Shirzon for activating the switch in front of her, and the half-orc does as they ask.
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You try different combinations and spend several minutes tinkering with the levers while Merephel tries each time to see if the door unlocks. In the end, you activate the switches all together, and when Merephel pushes the door, it suddenly opens, revealing a long, dark corridor.
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You reach Merephel trying to avoid the pit traps following the route you've walked before. In the end, everyone is able to join Merephel in front of the open door.
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A narrow corridor winds before you. You follow it and quickly turn left, but you find out that the door in front of you can be opened only from the other side. As a consequence, you decide to continue following the corridor, and after a few seconds you find yourselves at a fork in the corridor: there two doors, one in front of you and one your left. The wailing appears to be louder here, and it seems like they're coming from the door in front of you.
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I had to bot you Merephel, I'm sorry about that. Is everything alright?
XP added to your XP counter.
Roll20 map updated. Check it out!
I need to know if you would like to open the door in front of you or the one at your left. I will assume that if an idea is seconded, the entire party chooses that direction.
I expect each of you to post before 10:00 a.m. GMT+1 (02:00 a.m. for Korech, 01:00 a.m. for Shirzon and Merephel). Characters whose players wouldn't have posted by that time will be botted. If you could provide me with a choice about the door you want to open in an hour, I could even post again before I go off to bed.
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PERCEPTION CHECK
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Calden: 1d20 + 6 ⇒ (5) + 6 = 11
Calden: 1d20 + 6 ⇒ (9) + 6 = 15
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REFLEX SAVE
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Calden: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23
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DISABLE DEVICE
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Shirzon: 1d20 + 8 ⇒ (15) + 8 = 23
Merephel Angorat |
Yes, I'm here. The baby was remarkably out of sorts this morning. I'm terribly sorry; I HATE missing a post!
"The wailing is getting louder. I have a bad feeling about this...I think we should explore the door on the left first. See if we get a better idea what has gone wrong here, before we go into the room with...whatever that is."