Meredith's Eidolon |
Perception: 1d20 + 13 ⇒ (6) + 13 = 19 Yuuuup.
Denair wipes sand from her eyes. "Wow, you really need to find shelter around here... oh, did you find something, Frankie?"
Meredith Ulmari |
Perception: 1d20 ⇒ 5
Meredith continues to cough up sand. "Denair, lead the way!"
Brayden Valdrin |
1 person marked this as a favorite. |
Brayden relaxes his sword arm as the storm rages. He narrows his eyes, examining the area beyond the bluff for a proper hideout.
Perception: 1d20 + 2 ⇒ (9) + 2 = 11
"Ah, I cannot see a thing," he calmly says, tears forming in his eyes. Irritation caused by the sand, of course.
Dalen Stonestep |
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Dalen starts looking for shelter as soon as she's sure that everyone's up near the ruins, however, a particularly violent gust of wind staggers her and she loses her footing. The tumble isn't long, only a few feet, but it is disorienting and she can't see well enough through the sands to regain her bearings enough to know where to go. A seed of cold fear settles in her belly as she realizes how exposed and lost she is. She grabs her cloak and pulls it tight over herself as she turns her back to the wind and tries to figure out how to get out of this alive.
Bot-O-Matic |
Engaging Lazarus Bot Protocol
Shielding his eyes against the whirling sand, Lazarus attempts to pinpoint the way to safety...
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Praise Desna, we're saved!
...and spots just what he was looking for. "Here! I see it! Follow me!" he calls, shouting to be heard over the howling of the wind. He makes his way towards a small, squatty-looking building, casting glances over his shoulder to make sure his companions are behind him. Off to one side he spots a figure huddled up against the wind and sand and reaches out a hand to pull them along, whoever they may be.
________
Dalen, that'd be you!
GM Ladile |
Foot by foot, inch by inch, you make your way towards the only shelter any of you have been able to spot - a small, squatty building that sits in what you'd guess would be the center of the ruins, surrounded by a crudely constructed palisade. As the sky grows progressively darker and the wind howls, everyone finally manages to reach the building and stumble inside. It's pitch black but you quickly bring light to bear as you attempt to get the measure of your surroundings and shake the sand from all the places you knew you had and the places you didn't.
Sand gusts into the building through the open door to the east and the northeast corner of the canvas roof, where the broad tarpaulin has broken free at one end. The canvas strains violently in the wind as the rest of the bindings begin to pull loose. Only half of the building’s original floor still exists to the north. A ladder descends ten feet to a ledge below, and another ladder descends further into a jagged crack in the ground. A campsite sprawls across both ledges, and several bloodied corpses are scattered throughout.
Unfortunately, there's little time to have a further look as your first priority is to secure the flapping tarpaulin before it completely breaks free and exposes you all to the storm's fury once more!
Current Map!
__________
Securing the tarpaulin will first require scaling the fragmented walls (DC 15 Climb) and then succeeding at a DC 12 Strength check as a full-round action to reattach it to the structure. Did I say 'full-round action'? Yes indeed...you've got some time but your time is limited. Luckily for you guys the group succeeded at all the previous checks and so you didn't lose any time (or get sand in your eyes).
Dalen Stonestep |
Climb: 1d20 + 7 ⇒ (18) + 7 = 25
Strength: 1d20 + 3 ⇒ (1) + 3 = 4
Well, this should be entertaining. :)
I'm not sure if a 1 triggers anything, so I'm just gonna leave this open for the GM.
Dalen isn't sure who grabbed her and dragged her to safety, and before she can find out, she sees that they need to fix the tarp. She scrambles up the wall easily enough, but when she tries tying down the tarp...
Lazarus Logos |
Lazarus regards his thin arms with some doubt, but then he pitches in to save their souls from the approaching storm. Oh, dear. "I apologize for clumsiness, friends."
Climb DC15: 1d20 ⇒ 1
Strength check DC12: 1d20 ⇒ 8
Guisseppe "Lil Frankie" Franko |
1 person marked this as a favorite. |
Frankie rides Sal straight into the little building, ducking his head quick to avoid the top of the doorway, he opens his little mouth to say something but all that comes out in a pile of sand. He hacks and coughs a bit before taking a drink to rinse things clean. Swallowing the scratchy cocoa hard. Ow.
He looks around at the situation and eagerly tries to help!
Climb, DC15: 1d20 - 1 ⇒ (18) - 1 = 17
Str Check, DC12: 1d20 - 1 ⇒ (15) - 1 = 14
With a mighty leap from the hump of Sal, he scurries up the wall and wrangles that whipping tarp rope like the legless Captain Dan in Forrest Gump. "Hold it just one minute, I got this... I got this!" He sounds unsure at first, but yet again his luck holds true as his bird's nest of a knot holds fast.
Frankie hops back on top of Sal with a bit of flair and a bow. Acrobatics: 1d20 + 9 ⇒ (10) + 9 = 19
Meredith's Eidolon |
1 person marked this as a favorite. |
Meredith calls "Denair, go help everyone, I'll keep an eye on these camels!"
Denair prepares to climb up. When is she going to practice climbing again?
Denair has a +11 Climb check and can take 10 thanks to her Climb Speed. If she can't take 10 here...
Climb: 1d20 + 11 ⇒ (6) + 11 = 17
Str Check: 1d20 + 3 ⇒ (19) + 3 = 22 Unlucky streak broken?
"Good job, Frankie!" Denair cheers the boy on, and then holds one of the corners down for him.
GM Ladile |
While Dalen is able to easily clamber up the wall, actually getting hold of the tarp properly and without falling is another matter entirely. Just when she thinks she almost has hold of it, a particularly strong gust of wind rips it from her grasp and the thick, heavy material slaps hard against her cheek - adding insult to injury. Lazarus fares no better, his noodly frame not especially built for such strenuous tasks. He tries to pull himself up the wall but is quickly forced to drop back down to the ground again. But ta-dah! Little Frankie and Meredith each shimmy up on opposite corners and manage to wrangle the tarp down and into submission, securing it tightly against the wind.
The pair climb back down to the floor again and now, finally, you're certain you'll have a moment to catch your breath and look around. But with the tarp now sheltering your heads and the swirling sand outside blotting out the sun, the area takes on almost eerie, night-like quality. And as the faint rattle of bones can be heard from very close by you're all swiftly disabused of the notion of rest!
From among the bloodied corpses and bones littering the floor, three skeletal figures slowly stand to face you. Tattered uniforms and broken armor hang from their bones and each one carries a longsword, rusted and chipped with the passage of time...
These are particularly desiccated-looking skeletons. For every 5 that you exceed the check DC, you may ask for one piece of information from the following list.
Judging by the style of uniforms and the make of the armor, you'd estimate that these skeletons date back to the period of the Everwar.
Meredith Init: 1d20 + 2 ⇒ (15) + 2 = 17
Lil Frankie Init: 1d20 + 4 ⇒ (8) + 4 = 12
Dalen Init: 1d20 + 3 ⇒ (5) + 3 = 8
Jan Init: 1d20 + 4 ⇒ (7) + 4 = 11
Brayden Init: 1d20 + 2 ⇒ (7) + 2 = 9
Lazarus Init: 1d20 + 4 ⇒ (16) + 4 = 20
Denair Init: 1d20 + 1 ⇒ (6) + 1 = 7
Skeletons: 1d20 + 6 ⇒ (6) + 6 = 12
__________
Round 1
Lazarus
Meredith
Frankie
==========
Skeletons
==========
Jan
Brayden
Dalen
Denair
Active Conditions: None
Lazarus, Meredith and Frankie are UP!
Dalen Stonestep |
Knowledge(Religion): 1d20 + 2 ⇒ (5) + 2 = 7
Dalen sighs as she climbs back down, which soon turns into a groan of frustration as the skeletons rise. A welt is starting to rise on her cheek, though it is her pride that stings the most. The undead are hardly a welcome sight and to add even more salt to the wound, she can't remember anything special about this batch beyond the obvious.
Meredith Ulmari |
GM, the map on top of the page is still on the old map. Update the campaign info.
"Good job, Frankie." She taps his shoulder. "Your quick thinking saved us from an awful night."
Denair pouts. I helped too, you know!
Meredith frowns as she sees what is dead come back to life. "Um, hmm. I should bash these things, right?" She draws her silvered heavy mace, adds a bit of arcane energy into it and takes a swing.
Silver Heavy Mace: 1d20 + 7 ⇒ (12) + 7 = 19
Arcane Strike, Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Guisseppe "Lil Frankie" Franko |
1 person marked this as a favorite. |
Frankie smiles at Meredith, then gives Denair a low five "Told ya I was an expert adventurer!" He says, turning around and staring into the rattling ribcage of a walking skeleton "Holy moly, these guys looked starved! And hungry... for me!"
He looks around and sees he's in a corner. He grits his teeth and flicks his right wrist and a small blade appears "Don't worry about me, I'll be fine!" He waves his blade at the thing trying to keep it back.
Melee Mithril Dagger, Flanking, Defensively (+4AC): 1d20 + 7 + 2 - 4 ⇒ (9) + 7 + 2 - 4 = 141d3 - 1 + 1d6 ⇒ (2) - 1 + (1) = 2
23AC for the round. Remove the flanking and sneak attack bit if Lazarus doesn't threaten. Frankie used a spring loaded wrist sheath for his hidden dagger draw.
GM Ladile |
Wow, map failure on my part. Okay, the main link at the top should now direct to the correct slideshow.
Meredith remembers training and past experience, drawing her silvery mace and imbuing it with a little extra 'oomph' as she takes a swing at Red Skeleton. The weapon connects with a satisfying *CRACK* and sends bone splinters flying in all directions! But the skeleton remains standing, if barely.
Not deterred by being caught in the corner, Frankie whips out a hidden dagger and adopts a defensive position as he attempts to strike one of the skeletons. Though his form is good, the aim could use just a little work and the target a little more skin.
Jan recalls that skeletons such as these have no particular weaknesses but that they aren't terribly hard to hit - especially with effects and attacks that can simply bypass their armor. (AC 16, T 12, FF 14.)
__________
Round 1
Lazarus
Meredith
Frankie (Fight Defensively)
==========
Red (-7), Blue, Green
==========
Jan
Brayden
Dalen
Denair
Active Conditions: None
Lazarus is UP!
Jan Eriksson 0101 |
OCC- assuming Lazarus doesn't do anything too weird.
(Drawing his axe and shield, Jan moves towards the Skeleton that Meredith has already attacked).
"Suffer not the Undead to be among the Living!"
Attack (Shield Bash): 1d20 + 6 ⇒ (2) + 6 = 8, Damage (Blunt): 1d3 + 3 ⇒ (2) + 3 = 5
Bot-O-Matic |
Engaging Lazarus Bot Protocol
Kn. Religion: 1d20 + 7 ⇒ (4) + 7 = 11
Unable to add anything to Jan's expert analysis of the situation, Lazarus quickly takes a step back from the skeleton in front of him. He then produces his blessing wand from a spring-loaded wrist sheath and uses it on the party.
__________
I believe that's (44) charges remaining on the wand.
GM Ladile |
Green: 1d2 ⇒ 1
Blue: 1d3 ⇒ 1
Raising their swords in some sort of military salute, the three skeletons proceed to attack the group. Green zeroes in on Denair, while Blue tries to strike at Frankie and Red slices at Meredith. Luckily for Denair and Frankie the skeletons' aim proves to be poor and they easily avoid the attacks. Meredith, however, is not quite as lucky and suffers a shallow cut on her arm.
Green vs. Denair: 1d20 + 1 ⇒ (12) + 1 = 13
Blue vs. Frankie: 1d20 + 1 ⇒ (9) + 1 = 10
Red vs. Meredith: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d8 ⇒ 2
Meredith - please make a DC 11 Fort save.
Jan steps up and attempts to come to Meredith's aid, but the skeleton somehow manages to wobble out of the way of the incoming shield.
__________
Round 1/Round 2
Lazarus
Meredith (-2)
Frankie
==========
Red (-7), Blue, Green
==========
Jan
Brayden
Dalen
Denair
Active Conditions: Bless
Brayden, Dalen, Denair, Lazarus, Meredith and Frankie are UP!
Meredith Ulmari |
Fort Save: 1d20 + 5 ⇒ (3) + 5 = 8
She's felt worse as the sword cuts her, but she feels like she's going to regret the cut later.
Silver Heavy Mace: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Arcane Strike, Damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Meredith just misses the skeleton, so she takes a side step. "Jan- can you give me a hand, here?"
Meredith's Eidolon |
"Boss!" Denair cries out. Denair would love to rush in, but there's a skeleton in her way.
Power Attack Slam: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14
Power Attack Damage: 1d8 + 4 + 3 ⇒ (7) + 4 + 3 = 14
And it's still in her way!
Brayden Valdrin |
1 person marked this as a favorite. |
Brayden looks at his blade. "I suppose a weapon like this will not do as much as a proud hammer or mace... If it was any ordinary weapon." He smiles. "This blade is empowered by Shizuru herself!" He shouts, cutting across the skeleton's femurs.
Katana, Weapon of the Chosen: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 3 ⇒ (5) + 3 = 8
Weapon of the chosen for your reference. It basically counts as magical for the purposes of overcoming DR. Is it too meta that Brayden knows they might have DR? I'll leave that up to you.
Dalen Stonestep |
Attack Quarterstaff vs. Blue (Flank, Favored Enemy): 1d20 + 4 + 2 + 2 ⇒ (18) + 4 + 2 + 2 = 26
damage (2-handed): 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Dalen steps to the side and forward to flank the skeleton with Frankie. She pulls her staff free of her pack as she does so then brings it down on the thing's head.
GM Ladile |
Though the pain in Meredith's arm is irritating, what's much more alarming is the sudden feeling of dehydration that hits her out of nowhere!
Merdith is afflicted with a Dessication Aura for the next...
Rounds: 1d3 + 1 ⇒ (3) + 1 = 4
...4 rounds and also suffers some non-lethal damage.
Non-Lethal: 1d3 ⇒ 3
She tries to finish off her attacker but the silver mace just barely misses Red's head. Denair tries to blast through Green and come to her boss's aid but isn't able to connect with the ugly skeleton.
Brayden has better luck as he calls upon Shizuru to empower his katana against the foul Blue Skeleton. He whips his weapon across Blue's lemurs and very nearly shatters them! At that moment Dalen sidesteps around and brings her quarterstaff down on Blue's grinning skull as hard as she possibly can; with a splintering sound the skeleton's skull caves in and the bones collapse in a jumbled heap!
__________
Round 2
Lazarus
Meredith (-2, -3 nonlethal)
Frankie
==========
Red (-7), Green
==========
Jan
Brayden
Dalen
Denair
Active Conditions: Bless
Lazarus and Frankie are UP!
Nice feat choice! I have a warpriest in a Campaign Mode Carrion Crown that uses it :)
Guisseppe "Lil Frankie" Franko |
1 person marked this as a favorite. |
Frankie looks up as he's showered with bone fragments, courteous of Dalen and Brayden "Wow! Its like hail from one of those big boomer storms back home!" He skips along to help out his friend Meredith "I'm comin! Never fear Frankie is here!!"
Melee Mithril Dagger, Flanking, Bless, Defensively (+4AC): 1d20 + 7 + 2 + 1 - 4 ⇒ (8) + 7 + 2 + 1 - 4 = 141d3 - 1 + 1d6 ⇒ (2) - 1 + (3) = 4
23AC
Jan Eriksson 0101 |
1 person marked this as a favorite. |
(Recovering from his earlier failure, Jan renews his attack to support Meredith's defense).
Two-Weapon Fighting: BattleAxe: 1d20 + 6 ⇒ (2) + 6 = 8, Shield: 1d20 + 5 ⇒ (2) + 5 = 7
Have I unknowingly angered the gods of dice and luck?
GM Ladile |
The unflappable Frankie, now with one less skeleton to worry about, also comes to Meredith's aid. As he steps up to flank Red, he tries once more to put his shanking dagger to good use but it's awfully hard to do when you're trying to play it safe and there aren't any of the usual vital bits to shank. But at least now Red has more options than just Meredith!
With several people already rushing to Meredith's aid, LazarusBot produces another wand from his other sleeve and points it at Green before speaking the command word.
Wand of Magic Missile vs. Green: 1d4 + 1 ⇒ (2) + 1 = 3
I think that's down to 45 charges remaining, now.
1d3 ⇒ 3
In spite of having more options, Red remains focused on Meredith as it tries once more to slice at her with its' rusty weapon. Thankfully, this time the strike catches nothing but empty air. Green fares no better against Denair, swinging so hard at the eidolon that it very nearly overbalances itself entirely!
Red vs. Meredith: 1d20 + 1 ⇒ (14) + 1 = 15
Green vs. Denair: 1d20 + 1 ⇒ (1) + 1 = 2
Jan continues trying to help Meredith finish off Red but for some strange reason is unable to land a blow with axe or shield. Apparently Fate is quite the fickle mistress at times.
__________
Round 2/Round 3
Lazarus
Meredith (-2, -3 Non-Lethal)
Frankie
==========
Red (-7), Green (-3)
==========
Jan
Brayden
Dalen
Denair
Active Conditions: Bless
Brayden, Dalen, Denair, Lazarus, Meredith and Frankie are UP!
Guisseppe "Lil Frankie" Franko |
Frankie starts to look a bit squirrely as he misses the bag of bones again "These guys are tough! But I'm tougher!" He giggles as he keeps waving that dagger at the skelly.
Melee Mithril Dagger, Flanking, Bless, Defensively (+4AC): 1d20 + 7 + 2 + 1 - 4 ⇒ (2) + 7 + 2 + 1 - 4 = 81d3 - 1 + 1d6 ⇒ (3) - 1 + (4) = 6
AC23
Meredith Ulmari |
Now flanking with Frankie, Meredith swings her mace again.
Silver Heavy Mace: 1d20 + 7 + 1 + 2 ⇒ (6) + 7 + 1 + 2 = 16
Arcane Strike, Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Meredith aims straight for the skull. Reminds her of how she brained one particularly nasty slaver long ago. Or was it an arsonist? Doesn't matter.
"Denair, I'm coming!"
If that destroyed the monster Meredith will move into flanking with the green skeleton- even if if provokes an AoO.
Meredith's Eidolon |
"No, stay back Boss, I'll fight these things!"
Power Attack Slam: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16
Power Attack Damage: 1d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13
If Meredith is flanking, please add an extra 1d6 ⇒ 6 damage from the Precise Strike feat.
If it was destroyed, Denair will move until she's behind Frankie, flanking with Meredith.
GM Ladile |
Frankie continues to do his defensive dance around the Red Skeleton, unable to strike the pile of bones but still managing to remain undaunted and determined to help. Taking matters into her own hands, Meredith raises her mace and brings it down hard atop the skull just as Dalen had done with Blue - and the skeleton finally clatters to the floor!
With Red destroyed Meredith then turns and races to Denair's aid, risking a retaliatory swipe from Green as she moves into flanking position.
Green AoO vs. Meredith: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d8 ⇒ 7
And Green does deliver a vicious stab to Meredith's calf but it's not enough to slow the summoner down - yet. The alarming feeling of accelerated dehydration continues, sapping more of her energy!
Non-Lethal: 1d3 ⇒ 3
Luckily, Meredith's presence is just what Denair needs to deliver a massive slam to Green's sternum and the skeleton almost seems to explode in a shower of bones and bone fragments!
Combat Over!
Although the skeletal threat is gone, at least for now, Meredith continues to suffer debilitating dehydration as the desiccation aura does its nasty work.
Non-Lethal: 1d3 ⇒ 2
Non-Lethal: 1d3 ⇒ 2
Meredith is alive, but feeling much weaker for the experience and quite thirsty!
__________
That should put Meredith at -9 regular and -10 nonlethal damage. You guys can now take a bit of a breather and heal up and reflect on the events of the past few minutes :3
Brayden Valdrin |
Brayden looks over at Meredith, eager to help, but with little tools to do so. "Does anyone have a potion, or perhaps one of those healing wands? All I can provide is this, unfortunately," he says, offering her his waterskin.
There was a time when you could lay your hands upon an injured companion and channel Iomedae's light into them. Yet another power evades you now.
Guisseppe "Lil Frankie" Franko |
Frankie cheers once more as he's showered in bone fragments "You rock!" He pauses for dramatic effect before finishing his statement "It scissors!" He jumps up off the floor holding his stomach and coughing up a bit of sand and bone as he does, laughing all the way.
After a few moments he realizes how hurt Meredith is and heads over to see if he can't help "Are you ok? Your leg.. its bleeding! And your covered in sand and dust... you kinda look like an over grown dust bunny.." He offers up his cocoa skin to help.
Once everyone is alive and well, Frankie starts poking around the immediate area for cool stuff. Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Meredith Ulmari |
"You alright, Denair? I got worried when it pinned you and-"
Meredith is thrown off guard as Denair hugs her. "Huh? Oh don't mind the..."
She steps away and suddenly feels dehydrated. "Is everyone..." Meredith sits down and takes a moment to collect herself. She sees a waterskin and begins drinking from it, not really paying attention to her surroundings.
Meredith's Eidolon |
Denair smashes the skeleton to chunks and turns to find Meredith, only to see the summoner running towards her. "Boss? Are you okay? I saw it hit you and- oh man, your leg is bleeding! I'm so sorry!" She hugs Meredith, wrapping her arm/branches around the summoner.
Yay, she cares about her charges! But she could have died and- man she's woozy.
Denair releases her and watches Meredith sit down. Denair thinks to herself and reaches for a wand on Meredith's belt. "Can someone use this to heal her? It closes wounds up quickly."
CLW: 2d8 + 2 ⇒ (7, 5) + 2 = 14
With two charges spent, Meredith is fully healed.
Lazarus Logos |
"Well done, friends! Thank you for building the shelter and defeating this undead menace," Lazarus congratulates his colleagues.
The wizard-priest looks over the bloodied corpses and bones littering the floor, including the remains of the three undead skeletons. He examines the tattered uniforms, their broken armor and their longswords, rusted and chipped with the passage of time.
"I'm afraid I can't tell much about these creatures' history, when they were still among the living." The samsaran is frustrated. I vow, Desna, to devote more time to the study of history.
(43 charges remaining on the wand of bless)
Dalen Stonestep |
Dalen tosses Meredith her waterskin, which is full of water and not cocoa, before turning her attention to the skeletons. With the butt of her staff, she turns the skulls into very tiny pieces.
GM Ladile |
Meredith Perc.: 1d20 ⇒ 20
Lil Frankie Perc.: 1d20 + 6 ⇒ (11) + 6 = 17
Dalen Perc.: 1d20 + 5 ⇒ (4) + 5 = 9
Jan Perc.: 1d20 + 7 ⇒ (4) + 7 = 11
Brayden Perc.: 1d20 + 2 ⇒ (1) + 2 = 3
Lazarus Perc.: 1d20 + 6 ⇒ (20) + 6 = 26
Denair Perc.: 1d20 + 13 ⇒ (17) + 13 = 30
With the skeletons defeated the group is able to take a breather and actually consider their surroundings while Meredith guzzles water like a horse. Now that you have a better chance to look around, you're again reminded that only half of the building’s original floor still exists to the south. A ladder descends ten feet to a ledge below, and another ladder descends further into a jagged crack in the ground. A campsite sprawls across both ledges and several bloodied corpses are scattered throughout.
During your examination of the room, you both spot what appears to be a small shard of Taldan pottery hidden in the hay underneath a nearby shipping crate.
Current Map!
__________
Flipped the map around to actually match how it's presented in the scenario. Meredith, after drinking half a gallon of water your non-lethal damage vanishes!
Meredith's Eidolon |
"Hey! There's some pottery under that crate." Denair climbs down amid the gore and eyes the ceramic pieces. She reaches over to lift the crate....
Meredith Ulmari |
1 person marked this as a favorite. |
Meredith finishes drinking a lot of water. "Oh man, I'm going to regret that later." She stands up and hands waterskins back to the party.
Watching Denair climb downstairs, she calls to her "Wait, let me conjure an Unseen Servant to help you... who were these people?"
Jan Eriksson 0101 |
Jan clears his throat,"While it appears that these bodies might have fallen in battle against the undead, let's make sure it wasn't some form of dark magical wards or lethal traps..."
Jan deftly stores his axe and shield- drawing his short composite bow and knocking an arrow.
OOC- Jan will position himself in such a way as to provide cover for Denair as she makes her decent down the ladder.
Addressing the Fey, "Denair, if something happens, create some distance if possible and I will fill whatever it is with arrows."
Lazarus Logos |
When Lazarus sees Denair pick up the shard of pottery in the hay beneath the shipping crate, he examines it. "This fragment appears to be Taldan."
Brayden Valdrin |
1 person marked this as a favorite. |
Brayden inverts his waterskin. A single drop falls out.
I suppose I wasn't thirsty anyway.
"Let's see what your invisible servant finds, Meredith. I'll stand watch." Brayden looks ahead, expecting more undead baddies, with his blade of the chosen ready.
Dalen Stonestep |
Dalen, worried about what else might be ahead decides that scouting ahead would be wise.
"Does anyone have a torch and some rope? I want to make sure there aren't any nasty surprises ahead."
If she can get both, and some flint and steel, then she'll tie off up here and go down to the third level to poke around.
GM Ladile |
Though none of you are able to place the tattered uniforms that the skeletons had been wearing, it's easy enough to note that the bloodied corpses lying around are much more recent and do seem to have suffered injures consistent with having fought the skeletons. You're not entirely sure but it seems likely that they belong to the initial Chelish expedition that uncovered the ruins.
While the shard of Taldan pottery is noted, Jan sets up watch while Denair and Meredith's Unseen Servant - torch in unseen hand - begin the descent further into the ruins. At the bottom of the series of ladders lies a cold, dark stone chamber, its walls covered in ancient markings that the ages have worn to the point of illegibility. The higher portion holds a dried-up well, a ladder leading up, and descending stairs to the north. The lower portion to the south has two ancient buildings and a collapsed passageway. The floor has fallen near the east wall, exposing another chamber below. A somewhat-fresh robed corpse lies at the bottom of the ladder.
After a cursory examination of the chamber reveals no apparent enemies, traps, or other pitfalls, Denair climbs part of the way back up the ladders to wave the rest of you to come on down. By this time Dalen is part way down the ladder to help with the scouting and so there's a minor traffic jam as Denair quickly has to hurry back down again.
No reason to assume that everyone else won't head down as well, so nudging things along a bit.
The rest of you follow suit and descend the ladder one by one until all of you stand in the chamber below, ready to continue your exploration of the site.
Current Map!
__________
One additional post to follow, please stand by!
GM Ladile |
Now that you seem to be getting into the real heart of the site, there proves to be a number of different things in this chamber to have a look at. Perhaps the most immediate is the robed body lying at the bottom of the ladder. A satchel lies next to the broken body; inside you find a scroll.
It's a scroll of Resist Energy.
There are a number of clay pots in these chambers, similar to the shard that Denair and Lazarus found up top. This is consistent with the list of archaeological finds that were included with your 'travel package' for this assignment.
Please make a DC 14 Kn. History check. If successful, open the spoiler below. If you exceed the DC by more than 5, also open the second spoiler further down.
The pots appear to be authentically ancient and from the same time period as the site at large.
Please make a DC 14 Craft: Pottery or a DC 18 Appraise *or* Kn. Geography check. If successful, open the spoiler below.
As you study the pots, you realize that the clay that was used to make them is inconsistent for the Kharijite region. This could denote some sort of long-distance trade but they're relatively plain in design and seem unlikely to have been valuable enough to serve as mercantile goods.
As you look around, you're surprised to see what appears to be small, but whole separate buildings in this chamber. You do remember that cities and settlements are often built atop each other over the millenia and so their presence here does seem to make sense. One of the buildings matches the description of a well-preserved ancient Taldan home, noted on the findings list you were given.
Please make a DC 15 Kn. History check. If successful, open the spoiler below. If you exceed by 5 or more, also open the second spoiler further down.
Upon closer inspection of the building, the architecture seems to match what you would expect for the time period.
Please make a DC 14 Appraise *or* Kn. Engineering or a DC 20 Perception check. If successful, open the spoiler below.
As you admire the weathered-looking stucco on the outside of the building, realize that the stucco isn't ancient at all nor truly weathered! It looks like the stucco was painted to appear weathered and then added to the building recently.
You peer into the well, long since dry. It appears to descend maybe 30 feet or so to the bottom.
Please make a DC 16 Perception check. If successful, open the spoiler below.
As the light from your torches and other sources dances along the walls, it glints off of something at the bottom.
Drawing closer to the collapsed southern passageway, you can quickly tell that there'll be no excavating this based on the sheer amount of stone and rubble that blocks the way. At least no excavating it in a timely manner; you'd estimate it'd easily take a week to clear a way through.
Please make a DC 15 Craft: Stonemasonry *or* Kn. Dungeoneering *or* Kn. Engineering check. If successful, open the spoiler below.
Hey, wait...this collapse looks to have happened recently. Very recently, in fact. What's more is that judging by the way the walls and ceiling came down, the collapse wasn't an accident, either.
Meredith Ulmari |
Spellcraft, Guidance: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Meredith glares at the scroll before realizing it's upside down. "I can help guide someone else on this..."
Meredith's Eidolon |
Denair looks down the well. "Wow, deep! Too bad it's dry..."
Perception: 1d20 + 13 ⇒ (9) + 13 = 22
"Hey, hey, Unseen Servant. Come closer! Oooh! I see something shiny at the bottom! I can climb down and go get it!" And with that, Denair begins to clamber down the well Assuming it can fit a medium sized creature.
Brayden Valdrin |
Brayden carefully steps around the corpse, shaking his head and whispering a prayer. He chooses to examine the collapsed passageway, and leans over to rub his hand along the edge of the rocky barrier. "It looks like we will not be able to go this way. Too much stone. I think it would take a whole week to clear our way through."
Guisseppe "Lil Frankie" Franko |
Frankie snaps out of his unusual moment of quiet reflection as Denair waves them all down the ladder. He smiles and looks down, stopping short to pull something from his fanny pack. He draws out a dull gray stone and shakes it a bit before it glows to life and starts circling around his head. "Neat trick huh! I won it in a game of cards a while back, so cool!" Ioun Torch
He climbs down the ladder with youthful enthusiasm and drops the last couple rungs to the ground with a thud. "Wow, this place looks really old! Like... older than MOM old!" He snickers then instinctively looks over his shoulder like he expects her to be there to cuff him.
As the group fans out he heads over to check out the crumbled and caved in hallway, knowing his small self can check out such places far better! "I wonder where this went... ugh. There's so much rock here, maybe one of you guys can do better." He heads over and starts looking around the room in general instead. He lifts up a few old pots and looks inside, clearly disappointed. "More old, boring junk." He takes a seat on a large rock from the collapse and pulls out a snack.
Heh, best browsed by you smart knowledgeable types, NOT Frankie.