The Armenian Man |
"Magic is the key? Maybe the key is magic!"
The Armenian Man casts detect magic and scans the pool to see if one of the keys stands out.
GM Ietsuna |
One key in the pool radiates with magical energy. The Armenian Man can identify it, but it is tricky to explain to someone else. You can swim up or down at half your movement speed with a DC 10 swim check as a full round action.
The Armenian Man |
The Armenian Man begins stripping off his armor.
1 minute to remove, 5 rounds if he gets assistance. The Armenian Man has a +3 Swim bonus without his armor; if you can beat that, now's the time to say so!
He steps to the edge of the pool, speaks a quiet word to Magdh, then dives into the pool.
Half movement without armor is 15', so three successes to swim down, then three back up.
Swim DC 10, guidance: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Swim DC 10: 1d20 + 3 ⇒ (3) + 3 = 6 no movement
Swim DC 10: 1d20 + 3 ⇒ (19) + 3 = 22
Swim DC 10: 1d20 + 3 ⇒ (19) + 3 = 22
Swim DC 10: 1d20 + 3 ⇒ (10) + 3 = 13
Swim DC 10: 1d20 + 3 ⇒ (4) + 3 = 7 no movement
Swim DC 10: 1d20 + 3 ⇒ (15) + 3 = 18
Swim DC 10: 1d20 + 3 ⇒ (2) + 3 = 5 no movement
Swim DC 10: 1d20 + 3 ⇒ (8) + 3 = 11
So 4 rounds down, 1 round to grab the key, and 5 rounds up is 10 rounds. He can hold his breath for 24 rounds (2x Con). Each round that he takes more than a move action (10 rounds) reduces that total by 1 round, so he can hold his breath for 14 rounds, which is enough to get him down and up, with 4 rounds to spare.
The Armenian Man, key in hand, holds it out. "Another key! What will we need them for? Certainly not doors; hahaha!" He laughs as he pockets the key, then looks around for help getting back into his armor. This is 4 minutes, or 2 minutes with help.
GM Ietsuna |
The Armenian Man surfaces, the key in his grip.
Roland: 1d20 + 4 ⇒ (2) + 4 = 6
Gnickygnack: 1d20 + 6 ⇒ (8) + 6 = 14
Glok: 1d20 + 9 ⇒ (12) + 9 = 21
Armenian: 1d20 + 8 ⇒ (8) + 8 = 16
Hekran: 1d20 + 3 ⇒ (1) + 3 = 4
Graktul: 1d20 + 5 ⇒ (8) + 5 = 13
Neerduwyl: 1d20 + 10 ⇒ (17) + 10 = 27
Looking around there is nothing much else of interest in the room.
Graktul |
Keeping an eye out while the Armenian Man strips out of his armor and will help him after he surfaces again to get back into his armor.
Afterwards Graktul heads to the closer of the two southern doors and takes a peek at it while waiting for the rest of the group to fall into line.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
GM Ietsuna |
Graktul finds the doors locked, both of them. Motioning Gnickygnack over the gnome looks at the locks and determines that there are no traps.
Find Traps: 1d20 + 4 ⇒ (8) + 4 = 12
Unlock door: 1d20 + 5 ⇒ (5) + 5 = 10
He looks at the locks and does his best to unlock them, but cannot make any progress on the lock. It is at this point that you notice that the design of the South-East lock looks very similar to the key you found in the room with the Shadow.
Assuming you unlock the door and look inside.
A small stone bench sits in the centre of this dusty chamber. On a far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the centre of the scene of carnage, with a dead villager and mercenaries all around them.
Roland Alimane |
Perception 1d20 + 4 ⇒ (20) + 4 = 24
Roland enters into the now unlocked room, and looks around. ”Interesting. Look closely. Both Kassen and the mercenary leader wear almost the same exact necklace. Basic gold, but just a slight difference. Strange.”
The Armenian Man |
The Armenian Man heads down the hall past the mural of Kassen, curious at this revelation about the medallions. He comes to the door after the bend. "This could be the other side of the room we couldn't enter before. Will it open from this side?"
GM Ietsuna |
Are you attempting to open the door Armenian? What is everyone else doing?
Graktul |
Graktul takes a quick look at the painting after Roland makes a comment about the similarity of the necklaces but since they aren't real gold turns away and follows the Armenian man to look at the next door.
Any idea if we can go through that door or should we backtrack and try the other door?
The Armenian Man |
The Armenian Man checks the door for traps, then let's Gnicky double-check and then work on disabling them if any are found.
Perception, elixir of treasure finding: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Guidance +1 on both of Gnicky's checks
GM Ietsuna |
You don't detect any traps on the door and the door is not locked. Armenian opens the door.
Map opened up. What is everyone doing? I notice we are spread across the dungeon on the map. Tell me where you are and I'll move you up.
Roland Alimane |
Roland is in line with The Armenian Man. If no one warns him off, he will be the door opener and open the recently checked door
GM Ietsuna |
I am not trying to be difficult, but there are (and no-one should be surprised) weird doors, traps and things in this module and I don;t want to party to be split by something that I assumed, incorrectly
GM Ietsuna |
Ok, lets push forward.
Roland pushes the door open. He feels a slight pressure, as if the door will close unless held open. It isn't a crushing pressure, just a slight, persistent push.
A single pillar in the center of the room supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut from holes in the pillar, facing every direction.
Everyone entering the room?
Roland Alimane |
”This door feels strange. It if shuts, it might be tough to force open again,” he warns the others. The Pastor will hold the door open while the others begin to wx0lore the room, unless someone else volunteers.
Neerduwyl Nathvallar |
Ne'erduwyl enters the room after the others, looking around and seeing if she can figure out how the arrows in the column might be triggered.
Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Know, Dungeoneering: 1d20 + 5 ⇒ (8) + 5 = 13
The Armenian Man |
The Armenian Man slowly enters the room, his eyes firmly glued to the arrows in the central pillar. He tears his eyes away so that he can keep an eye on where he steps, looking for pressure plates, trip wires, or anything else that would trigger them to fly.
Perception, elixir of treasure finding: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
GM Ietsuna |
Gnickygnack: 1d4 ⇒ 2
Glok: 1d4 ⇒ 1
Armenian: 1d4 ⇒ 1
Hekran: 1d4 ⇒ 1
Graktul: 1d4 ⇒ 3
Neerduwyl: 1d4 ⇒ 4
Suddenly a rain of blunt arrows fly out from the pillar.
3 at Roland
Arrow: 1d20 + 10 ⇒ (12) + 10 = 22 Damage: 1d8 ⇒ 6
Arrow: 1d20 + 10 ⇒ (16) + 10 = 26 Damage: 1d8 ⇒ 4
Arrow: 1d20 + 10 ⇒ (15) + 10 = 25 Damage: 1d8 ⇒ 6
Roland falls to the floor unconscious and the door thuds closed. Please take 16 point of non-lethal damage
2 at Gnickgnack
Arrow: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 1d8 ⇒ 3
Arrow: 1d20 + 10 ⇒ (19) + 10 = 29 Damage: 1d8 ⇒ 3
Gnickygnack is struck by both arrows Please take 6 points of non-lethal damage
1 at Glok
Arrow: 1d20 + 10 ⇒ (12) + 10 = 22 Damage: 1d8 ⇒ 5
One arrow slams into Glok Please take 5 points of non-lethal damage
1 at Armenian
Arrow: 1d20 + 10 ⇒ (14) + 10 = 24 Damage: 1d8 ⇒ 8
One arrow smacks into The Armenian Man's shoulder Please take 8 points of non-lethal damage
1 at Hekran
Arrow: 1d20 + 10 ⇒ (4) + 10 = 14 Damage: 1d8 ⇒ 4
One bounces off Hekran's ribs, leaving a dark bruise Please take 4 points of non-lethal damage
3 at Graktul
Arrow: 1d20 + 10 ⇒ (10) + 10 = 20 Damage: 1d8 ⇒ 5
Arrow: 1d20 + 10 ⇒ (15) + 10 = 25 Damage: 1d8 ⇒ 2
Arrow: 1d20 + 10 ⇒ (12) + 10 = 22 Damage: 1d8 ⇒ 1
Three arrows head for Graktul Please take 8 points of non-lethal damage
4 at Ne'er
Arrow: 1d20 + 10 ⇒ (10) + 10 = 20 Damage: 1d8 ⇒ 5
Arrow: 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 1d8 ⇒ 8
Arrow: 1d20 + 10 ⇒ (4) + 10 = 14 Damage: 1d8 ⇒ 3
Arrow: 1d20 + 10 ⇒ (16) + 10 = 26 Damage: 1d8 ⇒ 6
Four arrows smack Ne'er and she falls unconscious also. Please take 22 points of non-lethal damage
Round 1
Roland (Unconscious)
Gnickygnack -6NL
Glok -5NL
Armenian -8NL
Hekran -4NL
Graktul -8NL
Ne'er (Unconscious)
The Armenian Man |
The Armenian Man is also unconscious. He was at 6/9; 8 NL exceeds his current hp, so he's unconscious.
Neerduwyl Nathvallar |
I believe one of those arrows would have missed with mage armor going...not that it makes that much of a difference.
Graktul |
Just curious where we are currently on the map along with were the arrows flying out at all levels or just 3ft and up? Wondering if I should worry about the downed members or regroup before trying to rescue them.
GM Ietsuna |
The party are all in the round room in the middle of the map. The module is not specific on the height of the arrows, but as the benevolent deity of this party :P I wasn't going to target downed members of the group. I will say that the door you entered through has no handle on this side, but you do see a handle on the door opposite it. The door to the south has no lock or handle that you can see.
Gnickygnack, you could take cover if there was something that could be used as such. The villagers loaded blunt arrows to make this trap safer and there MAY be other things throughout the crypt which could have aided here, you just haven't found them.
Glok Longtongue |
Glok will use his wand to revive those that are unconcious and then ask them to crawl out of the room. He will also crawl out
CLWRoland: 1d8 + 1 ⇒ (5) + 1 = 6
CLWRoland: 1d8 + 1 ⇒ (5) + 1 = 6
CLWNeerduwyl: 1d8 + 1 ⇒ (1) + 1 = 2
CLWNeerduwyl: 1d8 + 1 ⇒ (4) + 1 = 5
GM Ietsuna |
Glok, where are you crawling to? The door behind you is closed with no visible means of opening it. The door on the eastern wall has a handle, the door on the southern wall has no handle that you can see.
Another barrage of arrows flies from the column
Gnickygnack Arrows: 1d4 ⇒ 3
Hekran Arrows: 1d4 ⇒ 2
Graktul Arrows: 1d4 ⇒ 1
Arrow Vs Gnickgnack: 1d20 + 10 ⇒ (1) + 10 = 11 Damage: 1d8 ⇒ 5 non-lethal
Arrow Vs Gnickgnack: 1d20 + 10 ⇒ (15) + 10 = 25 Damage: 1d8 ⇒ 4 non-lethal
Arrow Vs Gnickgnack: 1d20 + 10 ⇒ (10) + 10 = 20 Damage: 1d8 ⇒ 6 non-lethal
Arrow Vs Hekran: 1d20 + 10 ⇒ (2) + 10 = 12 Damage: 1d8 ⇒ 4 non-lethal
Arrow Vs Hekran: 1d20 + 10 ⇒ (13) + 10 = 23 Damage: 1d8 ⇒ 4 non-lethal
Arrow Vs Graktul: 1d20 + 10 ⇒ (12) + 10 = 22 Damage: 1d8 ⇒ 2 non-lethal
Round 2
Roland (prone)
Gnickygnack (unconscious)
Glok -5NL (prone)
Armenian (unconscious)
Hekran -12NL
Graktul -10NL
Ne'er (unconscious)
GM Ietsuna |
I jumped the gun. Take your action and I'll insert it prior to the barrage.
Glok Longtongue |
Crawling first towards the eastern door, Glok hangs down his head and crawls toward his fallen comrades to shake his stick.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Roland Alimane |
Roland was conscious now, and had quite the headache. He rolled over onto his stomach, and started crawling toward the opposite door.