GM Tyranius
|
Several ancient silver holy symbols of Pharasma were interred with the priests here. You dig up seven of them worth 25 gp ea. In addition Mors, with the guidance from Zakon touches one of the dead bodies with his weapon. In an instant it falls to dust revealing a bone wand lying inside.
Thaddeus Silverhorn
|
He tears a strip of cloth from one of the empty sacks in his pack and ties it around his mouth, creating an improvised breathing mask. ”What?” he says defensively, ”I don’t wanna breathe dead guy dust.”
"Sensible..." Thadd grumbles, doing the same.
Thaddeus Silverhorn
|
Perception/traps: 1d20 + 8 ⇒ (18) + 8 = 26
Disable Device: 1d20 + 10 ⇒ (16) + 10 = 26 Plus any AA that might appear...
GM Tyranius
|
Opening the next corridor reveals another tomb. The bodies are all interred with elaborate jewelry, fabulous gemstones, and golden accoutrements befitting their station.
As Thaddeus peers into the room he sees that the entrance itself is trapped. There is a glaive poised ready to swing down, cleaving someone in twine.
Mors Buolgun
|
Tyranius, Thaddeus rolled a Disable Device above. Was that used to unlock or disable the door, and another one needs to be rolled for this glaive-trap? Or can that DD rolled above be applied against the glaive-trap?
Just looking to be as efficient/proactive as possible with our posts. :)
GM Tyranius
|
Yup I can use that :)
Mors quickly sets to looking for a route to disable the trap. After a few moments he returns with a line of sweat on his brow. He believes that the trap is now inert as he placed a few small stones in the grooves to hold the glaive in place.
A thourough search of the rotting burial shrouds and bone fragments turns up only 50 gp worth of goods.
Thats right someone decided to set up an elaborate trap to protect 50 gp.....lol
Carson Williams
|
"Wait, it's a TRA-", Carson stopping midsentence when Mors returns. "Nevermind.", he says quietly.
"Well, I guess that was... worth it?", he questions upon seeing the loot.
Mors Buolgun
|
"Maybe it's the folks buried in here." Mors shrugs, "But who cares. Neither help us with our job."
He steps back out of the final statue-guarded area, looking at the four other exits. He points to the southern double-doors. "Back towards the exit. I think?" He frowns at it, "That first room had a northern door, right? Wanna see if they connect?"
Unless someone has another idea, Mors follows Thaddeus to the door and waits for the tiefling's go-ahead.
Thaddeus Silverhorn
|
Perception-trapfinding: 1d20 + 8 ⇒ (2) + 8 = 10
Disable Device: 1d20 + 10 ⇒ (12) + 10 = 22
Welp, looks clear - go ahead Mors... 8D
Zerika the Immortal
|
Zerika strides boldly through the door recently declared safe by Thaddeus, especially give the expertise he demonstrated in disarming the clever trap guarding 50gp.
GM Tyranius
|
Bodies wrapped in age-yellowed linens lie in the alcoves lining both sides of this wide corridor. Thick cobwebs hang from the ceiling and draps the walls of the crypt; everything is coated in a deep layer of dust.
GM Tyranius
|
Zerika and Mors move into the crypt.
As Mors and Zerika are looking about the skulls alone on the bodies begin to move on their own. Looking closer it seems that strange looking spiders have taken up residence in the skulls in a similar fashion to a hermit crab.
Zakon: 1d20 + 4 ⇒ (17) + 4 = 21
Mors: 1d20 + 1 ⇒ (15) + 1 = 16
Thaddeus: 1d20 + 3 ⇒ (15) + 3 = 18
Zerika: 1d20 + 4 ⇒ (14) + 4 = 18
Carson: 1d20 + 7 ⇒ (5) + 7 = 12
Monsters: 1d20 + 2 ⇒ (1) + 2 = 3
Round 1
Zakon
Zerika
Thaddeus
Mors
Carson
------------------
Monsters
-------------------
Thaddeus Silverhorn
|
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Kn(Religion): 1d20 + 7 + 1d6 ⇒ (10) + 7 + (4) = 21
Kn(Nature): 1d20 + 7 + 1d6 ⇒ (6) + 7 + (3) = 16
"Mind yourself around those," Thaddeus says, entering the tomb and pointing to the creepy arachnids. "They have a viscous sting, and a nasty venom." Retrieving his morningstar, he notices the symbols. "Ah, variants of Pharasman symbols. Fascinating."
He nonchalantly steps up behind Zerika, and smashes down on the nearest skull.
Morningstar: 1d20 + 3 ⇒ (5) + 3 = 8 Well, crud.
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Zakon Hellborn
|
"I am finding myself more unprepared for this dungeon every minute."
Zakon steps forward and flings alchemist fire at the (yellow) spider 20 feet south before it has a chance to react.
ranged touch, includes cover and ranged increment: 1d20 + 4 - 2 - 4 ⇒ (15) + 4 - 2 - 4 = 13
alchemist fire Reflex 15: 1d6 ⇒ 6
Zerika the Immortal
|
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
No Religion roll for me!
K. Nature: 1d20 - 2 ⇒ (4) - 2 = 2
No Idea what it is, let's see if it breaks!
Zerika moves 5' step south in to attempt, yet again, to actually cause her falchion to make contact with something.
To Hit: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 2d4 + 6 ⇒ (3, 4) + 6 = 13
Mors Buolgun
|
Mors rushes forward, shielding himself from Zakon’s fiery missile, ”I don’t know …. that seemed to work pretty well.” Then he goes to work, slamming his blade down on the next threat.
Move to attack Yellow, though if Zakon’s alchemist’s fire kills Yellow, he’ll move to attack green instead.
mwk bastard sword: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d10 + 6 ⇒ (5) + 6 = 11
Tyranius
|
Zakon hurls an Alchemists fire. Though he throws it a bit short.
Miss direction: 1d8 ⇒ 1
The flames splash out and lick at the spider, singeing the hairs on it's legs.
Zerika lashes out in a quick motion with her falchion. The blade cracks right through the brittle skull ending the spiders life in a second, while Thaddeus nearly drops his Morningstar as he fumbles about.
Darting forward Mors slams his bastard sword into the wounded yellow spiders skull. All that is left is dust as a yellowish goo seems out from the cracks.
Round 1
Zakon
Zerika
Thaddeus
Mors
Carson
------------------
Monsters (yellow -1)
-------------------
GM Tyranius
|
Will DMPC Carson to move forward.
Carson stays defensive at the edge of the doorframe as the remaining spiders scuttle forward. They sting at Mors and Zerika.
Sting vs Mors AC 18: 1d20 ⇒ 9
Sting vs Zerika AC 18: 1d20 ⇒ 11
The skulls seem o hinder the large spiders from being able to effectively sting the party.
Round 2
Zakon
Zerika
Thaddeus
Mors
Carson
------------------
Monsters
-------------------
Zakon Hellborn
|
"This wand might work. Do they look undead to you?"
Zakon moves into an alcove and aims his newly acquired bone wand at the (blue) spider 20.
ranged touch, includes cover and melee penalty: 1d20 + 4 - 4 - 4 ⇒ (14) + 4 - 4 - 4 = 10
positive energy: 1d6 ⇒ 6
29/50 charges. Ranged combat penalties are stupidly high, but it's better than hitting a friendly in the back.
Mors Buolgun
|
"I don't know," Mors responds as he hacks again at one of the spider-things, "It's a gods-damned spider inside a gods-damned skull!"
Attack blue.
bastard sword: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d10 + 6 ⇒ (8) + 6 = 14
Thaddeus Silverhorn
|
Blocked from the arachnids by his cohorts, Thaddeus stows his morningstar in favor of the longspear.
Double move
Zerika the Immortal
|
Zerika swings at another spider Blue or Green, whichever is still alive. . .
To Hit: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 2d4 + 6 ⇒ (1, 4) + 6 = 11
Confirm: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9
= 20.
GM Tyranius
|
Zakon taps the wand against the spider though it has little to no effect as Zerika splits the green spider in two.
Thaddeus and Carson shift further into the room while Mors slashes at the remaining spider. His bastard sword slams into the skull but barely even seems to crack it.
The spider stings at Mors
Sting vs Mors AC 18: 1d20 ⇒ 6
The spider's stinger once again scrapes off of Mor's thick armor.
Round 3
Zakon
Zerika
Thaddeus
Mors
Carson
------------------
Monsters
-------------------
GM Tyranius
|
Zerika finishes off the remaining spider causing bits of skull and bone to fly about the dusty chamber
Combat Over
Zerika the Immortal
|
"You look. I rest." The half-orc cleric props herself on her falchion and contents herself to simply regain her breath while her allies search.
I will cast guidance on Thaddeus and Mors.
GM Tyranius
|
Looking about the chamber reveals little more than the strange symbols.
Mors Buolgun
|
Mors scowls down at the now-dead spider-thing, then he gives Zerika an ugly grin. ”Oh, sure, you kill everythin’ and suddenly yer givin’ orders.” He holds up his free hand defensively, ”Not that I’m gonna argue.”
With a wink at her, he lumbers down the length of the room, giving it a casual inspection. When at the far door, he gives it a tentative push to see if it’s locked. Assuming that—between himself, Thaddeus and the rest of the crew—they get the door open, Mors takes in the room … the very first room they encountered after the stairs.
”There ya go,” he grunts. ”You still want that rest, Zakon? If so, now’d be good. We could take that tengu topside, report what we got so far, rest, refit, grab a drink or three, then head back down.” He gives a careless shrug, ”I’m still good to go, but I ain’t everybody.”
Thaddeus Silverhorn
|
Thaddeus nods, tucking away into one of the alcoves.
Stealth: 1d20 + 9 ⇒ (7) + 9 = 16
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Did we fully explore hallway 10?
GM Tyranius
|
@-Thaddeus- You explored as much as you could see. There was a secret door but you all failed the perception check to find it.
-Resting is fine and all but please remember that you were locked within the chamber with the only thing to open your passage being the chime of opening. That and you aren't supposed to be in here in the first place.
Mors Buolgun
|
Oh, my assumption was that we could head topside though the Tengu's cave. Is that not the case? I just figured that's how they got in here, then we'd just need to find a way to get back to the Pharasmins.
Zerika the Immortal
|
"I was just planning on spiking ourselves into a room where we could sleep. I have some rations, and Create Water ad nauseam. However, if we are well past the crux, perhaps we should just muscle on?
Mors Buolgun
|
I'm for either one. If we're going to find a room to spike up and hunker down in, I'd suggest we go collect our Tengu ... make sure he doesn't slip out on us.
EDIT: I don't know if we're past the crux or not. Regaining resources seems to be in the best interest of two of our party members, so I'm happy to do that. I vote for the "spike up and hunker down" approach of picking a room in the complex and getting a night of sleep.
GM Tyranius
|
You would take a bit moer time and you don't know exactly how far out that tunnel comes up at. If you wish to hunker down just let me know which room and if you have a rotation set up.
Mors Buolgun
|
Mors looks around, "This room is as good as any. I'll go get the tengu." He hikes a thumb at the northern door, "Spike that one shut. Once we're back, spike this one and I'll take first watch."
I don't care about watches, and lighting in here is pretty much a wash in terms of vision qualities. So, Mors > Thaddeus > Carson > Zakon > Zerika? (I pretty much made that up with no rhyme/reason. Feel free to make any adjustments, folks.
Thaddeus Silverhorn
|
Thaddeus nods, ready to be about the work that brought them here.
Zerika the Immortal
|
Zerika nods, "Me help with bird man while fancy dance make camp."
Zerika pulls out her hammer and uses it to remove the spikes in the door. . .
Zerika will take last watch.
GM Tyranius
|
The group goes to unbarricade the Tengu's room. There are fresh claw marks on the inside of the door as if it was trying to tear it's wat free. Thaddeus finds the scared Tengu huddled in the corner of the room.
After a few minutes of coaxing they are able to drag the Tengu into their room as they pin all of the doors shut.
The Tengu looks all about. Why are you lokng us in? What have you awoken?
The night passes without incident.
GM Tyranius
|
The tengu's feathers ruffle. I would rather be in here after seeing what is out there. If I were to go out there I would need better equipment. The Tengu says as it shakes