Krestin
|
Krestin jumps and cheers as it seems that everyone has found the switch thingies that do something! "Yay, no more fallings in the holes for friends!" He then starts to make his way to the group at the door, slowly looking into each pit on his way.
Ferabras
|
I took the liberty of positioning Taliesin, Craggor and Soran near the three switches, and keeping Ferabras by the door ready to face whatever might pop out. Hope that's okay.
As his companions position themselves and activate the switches on Soran's count, Ferabras readies himself for whatever is waiting and wailing beyond the door.
GM Sior
|
At the count, the switches are flipped. There is a quick series of clicks at the door and the *thunk* of a deadbolt sliding out of place. There is a rapid ticking sound which follows. Ferabras opens the door before it ceases (six seconds later) and finds....
A hallway!
The wailing has grown louder with one more door removed between you and it. You are able to track it to be behind one of the three doors in this set of passages.
Where to, Pathfinders?
Taliesin Staccato
|
Taliesin follows the others toward the new hallway.
"Good job figuring that out, everyone! I'm glad Ferabras didn't suffer death by pillow!"
As the wailing grows louder, she says "I don't know about this...but we better find out what's making that noise..."
Should we go to the "Door with wailing beyond"?
Ferabras
|
Given their experience so far, Ferabras carefully checks the door for traps, and concludes that it’s perfectly safe. With a quick glance over his shoulder, he asks the party, ”Everyone ready?” He then opens the door.
Perception: 1d20 + 1 ⇒ (4) + 1 = 5
If anyone has prep they want to do, he’ll wait to open the door.
Craggor Battleborn
|
Craggor will ready his Deflection Aura (Su) to go off when you open the door. It only lasts 1 round right now.
Krestin
|
Krestin, keeping close to Taliesin, peeks around the corner towards Ferabras and the wailing noises. Tail swishing from side to side, it seemed that nervous energy was fueling the kitsune's caution. "Krestin has a bad feeling. Very bad feeling. Friends be careful, yes?"
GM Sior
|
Fera tries the door handle to find it locked. But with the rattle of the locked handle, the wailing seems to redouble in volume, followed by a hoarse cough from whatever is making the sound and even more screams.
Taliesin Staccato
|
Taliesin purses her lips. "That doesn't sound like something undead," she says with relief.
"Hello? Is someone in there? We are here to help you!"
diplomacy take 10: 10 + 11 = 21
GM Sior
|
As Taliesin calls out to whoever may be inside the room, the wailing and screaming.... stops...
Krestin
|
"Why did the scary noises stop? Krestin doesn't like this..... Krestin is scared," whimpered the sorcerer, visibly shaking ears flattened with his tail between his legs. If it weren't for the others around him, he would have started to try and get away as fast as he could. Yet he didn't, as his friends could help him, and he could help his friends!
Krestin can't make the check, so no need to roll on my part!
Soran Fletcher
|
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Soren nocks an arrow, and whispers
Did you all hear that? Whatever is over there just loaded a crossbow!
GM Sior
|
That's as may be, but there is still a locked door between you and whatever it was that isn't screaming anymore. And no rogue in the party. Anyone have a means to get past? Skeleton keys, perhaps?
Craggor Battleborn
|
was waiting on Fera to kick in the door. Not exactly the strongest here. But it's been 5 days since fera chimed in so.
BreakDoor?: 1d20 + 2 ⇒ (13) + 2 = 15
BreakDoor?: 1d20 + 2 ⇒ (5) + 2 = 7
BreakDoor?: 1d20 + 2 ⇒ (8) + 2 = 10
BreakDoor?: 1d20 + 2 ⇒ (19) + 2 = 21
If That fails
HammerDoor?: 1d8 + 2 ⇒ (1) + 2 = 3
HammerDoor?: 1d8 + 2 ⇒ (5) + 2 = 7
HammerDoor?: 1d8 + 2 ⇒ (4) + 2 = 6
HammerDoor?: 1d8 + 2 ⇒ (6) + 2 = 8
HammerDoor?: 1d8 + 2 ⇒ (7) + 2 = 9
HammerDoor?: 1d8 + 2 ⇒ (7) + 2 = 9
HammerDoor?: 1d8 + 2 ⇒ (2) + 2 = 4
HammerDoor?: 1d8 + 2 ⇒ (1) + 2 = 3
HammerDoor?: 1d8 + 2 ⇒ (6) + 2 = 8
HammerDoor?: 1d8 + 2 ⇒ (4) + 2 = 6
HammerDoor?: 1d8 + 2 ⇒ (1) + 2 = 3
GM Sior
|
Oh, you all likely won't care for this.
After a couple of slams, Craggor hears a breaking sound and the door gives way a fraction of an inch. The latch is completely broken off, allowing the door to open. However, through one of the cracks, you can see a rough barrier blocking the door from further ingress into the room. It will take some muscle to get through it.
Strength check against the door to push the barrier aside. Given the close confines, I will happily allow one primary from whoever's in front plus one assist from whomever is behind them. Also note, it may take more than one success to gain entry.
Craggor Battleborn
|
Rojak pulls out a trusty crowbar.
I assume this means I also had to put away my shield and weapon. Dangit
Strength: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Strength: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Strength: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
Strength: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Strength: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
Strength: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Strength: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Strength: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
Hoping I can get guidance and assistance with each of those. Really wishing out strength 18 pally was around.
GM Sior
|
With the first mighty heave, Craggor heaves into the door! It budges a couple of inches, but it's just the opening the room's occupant was waiting for. A crossbow bolt is unleashed at the dwarf but bounces harmlessly off the door frame.
1d20 + 6 ⇒ (9) + 6 = 15
He quickly goes to reload. Craggor pushes again and the door forces its way slightly further into the room. Almost there, now! But the man is insistent on not letting you through! He fires another bolt which sinks into the dwarf's shoulder!
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (16) + 6 = 22
damage: 2d8 ⇒ (2, 2) = 4
With one more press into the door, the barricade fails and the door allows access to all into the room.
Within, you see a man in little more than padded clothes, madness in his eyes (or maybe desperation?) with a crossbow leveled at you. "No. No! You won't take me, too! This is a trick! A trick of the angry bones! I won't go!"
Scattered about him are bedrolls and a few lanterns and a couple of rucksacks.
Party up!
Ferabras
|
Sorry, didn't realize 5 days had gone by. I felt I had been hogging posting a bit as we got through the pit maze, was trying to step out of the limelight. And...GM ninja'd me on the door opening by less than a minute. Editing post.
Ferabras steps through the now open door, his body blocking any further crossbow shots. "Easy, friend," he says in a soothing tone full of genuine concern. "No body here wants to trick you or take you. What happened to you?"
Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24
Taliesin Staccato
|
Taliesin puts her hands up in a sign of peace.
"We are here to help you, not hurt you! Put the weapon down and tell us what happened!" the bard implores.
diplomacy aid: 1d20 + 11 ⇒ (3) + 11 = 14
GM Sior
|
Down side is failing diplomacy by 5 or more makes them one more step unfriendly. Up side is, you cannot attempt to influence his attitude more than once a day, so there'd be no increase in hostility. =)
The man seems to receive the words of Ferabras, but is still unsure. It will take some more convincing from his friends to convince the woeful wretch.
Soran Fletcher
|
Soran lowers his bow.
He speaks the truth. We are the pathfinders who are supposed to be performing the ritual, but from what we've seen, something went wrong. Do you know anything about it?
Diplomacy Aid: 1d20 + 1 ⇒ (4) + 1 = 5
GM Sior
|
The rest of the party files in and tries to calm the man.
Craggor and Krestin up!
Craggor Battleborn
|
"Yeah be nice now n'be droppin tha bow" Craggor grunts as he pulls the bolts from his armor.
Else I will knock yer bleedin head in. Yeh mad man
DiplomacyAid: 1d20 - 2 ⇒ (16) - 2 = 14
Krestin
|
Krestin, following suit comes into the room. "Mister, friends mean no harm! Krestin just want everyone to be safe and not hurt while finishing flame thing!" The kitsune's hands up showing no hostility towards the man as he speaks even further, "Friend Ferabras speaks truth! No harm, no harm!"
Aid: Diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18
GM Sior
|
The man lowers his crossbow reluctantly. "You're not.... you're not trick of the angry bones?
"I am Roldare. I arrived here 3 days ago and we were attacked 2 days ago. There were six of us total, but only my sister and I are still alive. We set up the traps and put pillows in the pits, but were attacked by the walking bones in the middle of the night. At least I think it was night. Always so dark. Not been this dark since we left... But I know my sister is alive. I saw her being dragged off by the skeletons during the fight. I know she's not dead. But I think the voice took her..."
Ferabras
|
"Hello, Roldare, I am Ferabras. You say your sister yet lives, and was dragged off by skeletons?" Ferabras asks in alarm. "We shall save her! Which way did they take her? And what is this voice? Please, tell us all you can to help us find her and save you both."
GM Sior
|
The man shudders, hands clenching on his crossbow. "His is the voice of death. He wanders these halls. So far as I can tell, he leads them all." He also relays that his sister was taken from the first chamber through the opposite doors. He, however, escaped through the direction you went and holed up here.
Taliesin Staccato
|
Taliesin's express is a mix of concern for the man and fear of what he says.
"Don't worry, sir. We will save your sister," she says soberly. "I have seen these my companions face danger without thought of their own lives. They are capable and adept. You can rest assured she will be saved!"
diplomacy: 1d20 + 11 ⇒ (16) + 11 = 27
Soran Fletcher
|
Soren nods.
More skeletons. Good to know. I've got a few tricks for them then.
He pulls a quiver out of his haversack and arranges it on his back. In it is a mix of blunt arrows and some arrows with a vial of holy water where the tip would be. He puts one of the two quivers of pointed arrows in his pack and tests the pull of a vialed arrow in his bow before giving a satisfactory Hmph and addressing the man.
Is there anything thing else you can offer us that will help us bring your sister back?
GM Sior
|
Roldare seems non-plussed by Taliesin's claims, and openly scoffs at Soran's question. "I barely got here with my limbs in tact. I barely have that which was in the rucksacks over there!"
That said, there are a number of bedrolls here, a pair of bullseye lanterns with 4 flasks of oil, 5 days’ worth of rations, and two potions that are labeled as “healing.”
Taliesin Staccato
|
Talisin frowns. "Well, maybe we should go look for your sister and you should stay here. We will come back for you once we find her. Maybe we should take any gear we could use to help find her," she suggests.
Who wants the two potions? Front-liners?
Ferabras
|
Ferabras pulls his last pillow from his backpack and lays it down by the bedrolls on the floor, saying to Roldare, "You try to rest here, and we'll go find your sister."
He looks to the rest of the group to make sure they're ready, then heads back the way they've come, being careful to follow the right path through the maze of pillars and pits of pillows.
Ferabras doesn't need the potions for himself, he can just lay on hands if he needs quick healing.
Craggor Battleborn
|
"We be off then."Craggor get his sheild and hammer out and turns to look at the frightened man as he leaves. "An don't be point yer bow at me anodder time. I ain't so friendly the next time uround."
Taliesin Staccato
|
Taliesin gathers her gear and stuffs the two potions on top.
"If anyone wants one, just let me know," she says.
To the frightened man, she says "We're coming back with your sister...I promise you that!"
She turns on her heel to leave.
GM Sior
|
Fereabras leads the group back they way they came, avoiding all of the pits previously found. No new pits open up to swallow anyone.
Heading up the landing on the opposite side of the entry room, the tiefling opens the door.
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 a man, 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.