Jurgen, The Huntsmaster General
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Jurgen looks on approvingly as the scroll flares up with a happy bright color.
"So.. through the room with the arrow pillar using the ginormous shields? It's the only passage we haven't tried yet, so that's probably where the girl was taken."
Jurgen, The Huntsmaster General
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Jurgen takes one of the big shields and heads into the arrow room, scuttling back and forth, trying to get the thing to activate and shoot empty its arrows at him while he's behind full cover.
| GM Woran |
A few steps into the room, the pillar released a storm of arrows. Over the course of a minute, the arrows whizz past. Without the cover of the shield, Jurgen would have definitely been bruised all over.
With the arrows spend, the mechanism creacks for a moment longer, then stops. In the quiet you can hear a click from the door to the south.
Jurgen, The Huntsmaster General
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A bit shaken up by receiving the whole bombardment Jurgen steps towards the door and inspects it thoroughly.
"That was bracing... you guys joining me?"
Araklifest
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Araklifest joins Jurgen through the door, using the shield for safety. He thanks Heir for using the scroll on him.
| GM Woran |
Araklifest steps into the room. The mechanism rattles for a moment, but its payload is spend.
The door to the south is another sturdy wooden door. Not seeing anything wrong with it, Jurgen opens it. Behind it is a corridor, ending in a long room which has a continuous carving of mourners running along the walls,
leading to a staircase on the south side of the room
Updated the map
Jurgen, The Huntsmaster General
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Jurgen leads the gang into the room, peering around for opposition. If none shows itself, we examine the room.
| GM Woran |
When the party enters the room, 4 skeletons step out of the rooms dark corners.
initiative Araklifest: 1d20 + 5 ⇒ (14) + 5 = 19
initiative Jurgen: 1d20 + 3 ⇒ (13) + 3 = 16
initiative Heir: 1d20 + 3 ⇒ (1) + 3 = 4
initiative Zoma-Khat: 1d20 + 3 ⇒ (18) + 3 = 21
skeletons: 1d20 + 6 ⇒ (6) + 6 = 12
Initiative
Round 1
Zoma-Khat
Araklifest
Jurgen
Skeletons
Heir
Araklifest and Jurgen can act!
Know religion to identify the skeletons
Jurgen, The Huntsmaster General
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Religipn: 1d20 + 5 ⇒ (20) + 5 = 25
Jurgen looks at the skeletons and eyes them up and down. "We seem to have run into a second welcoming comittee..."
He steps forward a bit and fires a blunt arrow at Green.
to hit: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d8 + 3 ⇒ (6) + 3 = 9
| GM Woran |
Jurgen: The Green skeleton crubles when Jugen manages to shoot traught trough its spine.
This is a bloody skeleton. They have DR bludgeoning, fast healing and Deathless:
A bloody skeleton is destroyed when reduced to 0 hit
points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing to thereafter resume healing it. A bloody skeleton can
be permanently destroyed if it is destroyed by positive energy, if it
is reduced to 0 hit points in the area of a bless or hallow spell, or if
its remains are sprinkled with a vial of holy water.
Araklifest
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Araklifest attacks the first skeleton on the left with his light mace, trying to cruble the undead to pieces. He hits the monstrosity with a whack!
attack: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d6 + 2 ⇒ (3) + 2 = 5
| GM Woran |
Araklifest: Hits the skeleton clean trough the ribcage, and it crumbles into a pile of bones.
Zoma-Khat:
Electric Blast (vs touch): 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Electricity damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Skeleton: The remaining skeleton rushes Jurgen.
claw attack: 1d20 + 2 ⇒ (3) + 2 = 5
But its claw is no match for Jurgen's armor.
Initiative
Round 1
Zoma-Khat
Araklifest
Jurgen
Skeletons
Heir
Heir is up!
Araklifest
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Araklifest swings with his mace at the last standing skeleton, but misses the undead.
attack: 1d20 + 5 ⇒ (7) + 5 = 12
Jurgen, The Huntsmaster General
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Jurgen gathers all the bits in a heap and sprinkles them with holy water.
"Gotta do that or they rise back up in an hour or so. Don't want these coming at us from behind."
He then explores the rest of the room.
| GM Woran |
The bones sizzle and melt into a pile of ash when Jurgen sprinkles them with holy water.
One of the skeletons is wearing a tarnished silver necklace.
At the back of the chamber is a staircase that leads down to. Listening at the stairs, Jurgen can hear the sound of dripping water and a low, distant moaning.
Jurgen, The Huntsmaster General
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Jurgen tests the necklace for magic, and examines it for historical or other significance.
| GM Woran |
Jurgen, The Huntsmaster General
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Is there anything remarkable about the pedestal? (Assume I'll always use Detect Magic when examining rooms unless we're trying to be sneaky.)
| GM Woran |
The pedestal might once have held something, but it is an empty platform at the moment.
The floor bears an inscription spiraling out from the pillar and written in Common. It reads: “To the south you might take your ease, to rest and reflect on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.”
Araklifest
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After reading the inscription, Araklifest turns to his comrads: "Shall we go south and take a short rest before we go on? Otherwise I think we have to go east first."
Jurgen, The Huntsmaster General
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"Well, a resting place would either provide us with a resource, or it's exactly the place where the undead horror would be lurking now. I think we should look into it. And then perhaps east, because we'll probably need the wheel to get into the tomb."
| GM Woran |
With Araklifests and Jurgen's desire to check south first, the party carefully rounds the corner of the hallway.
The short passageway takes a bend before ending in a small chamber dominated on the far side by a silver fountain quietly burbling perfectly clear water. An inscription above the fountain reads “Kassen’s legacy lives on with his people. Drink and be refreshed.”
Jurgen, The Huntsmaster General
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Jurgen motions towards Araklifest. "Are you still feeling feeble from the shadow? Maybe this will help."
Araklifest
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"The use of the Regeneration-scroll has restored my vigor. I have a few scratches, but that has to wait for a better moment. Let's reserve this place of peace and healing for real dire times, as a last refuge," suggests Araklifest his friends.
Jurgen, The Huntsmaster General
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Jurgen gestures to the others, indicating an open entry ("danger!"), we'll deal with that first.
| GM Woran |
A strange blue fungus covers the walls, ceiling, and pillars of this waterlogged chamber. Its wispy strands stretch out from the wall like roots dangling in the air, twitching and swaying in an unseen breeze.
Floating in the water are four decaying corpses—three large rats and one giant frog—with strange burn marks all over their bodies.
The fungus growing on the walls of this chamber is a rather dangerous hazard known as azure fungus. As a byproduct of its growth, the
fungus builds up a charge of electricity that it releases in bursts into its surroundings.
The azure fungus is sensitive to touch and discharges its electricity if contacted.
Jurgen, The Huntsmaster General
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Nature: 1d20 + 5 ⇒ (6) + 5 = 11
"I'm not sure what that is, but it looks suspicious..."
Araklifest
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"Indeed. Stay away while I try something to take away the danger. If something hit me, use my wand to help me." When his comrades are safe behind one corner, Araklifest uses his big wooden shield to protect himself against the worse, while he casts prestidigitation to try to peel the fungus from the wall and drop it into the water.
| GM Woran |
The fungus crackles with energy as the magic starts slowly peeling it from the wall. Its clear its charged and could be set off by one wrong move...
slight of hand: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 3d6 ⇒ (3, 5, 6) = 14
fortitude save with bonus from the shield: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Ouch...the full 14 damage
In a violent reaction the moss discharges throughout the room. The shield offers some protection against the bolts shooting trough the air, but none against those travelling trough the foot of water Araklifest is standing in...
Smoking a bit from the tips of his ears, Araklifest falls over with a splash.
The moss has gone dormant.
Jurgen, The Huntsmaster General
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"Oh crap..." Jurgen quickly pulls Araklifest out of the water and taps him with the wand.
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Jurgen, The Huntsmaster General
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"That entire hallway's flooded... can't really get close to the moss to tear it down without setting it off. But maybe we can trigger it from a distance to discharge it, then remove some moss, trigger it safely again, remove more moss and so on until it's dealt with."
Using Prestidigitation (10ft) and thrown pebbles Jurgen's going to experiment with that very cautiously.
| GM Woran |
With some experimentation, you find that throwing pebbles works the best. With the water reaching around the bend of the room, its hard to get a good line of vision. But standing at the bend in the room, tosssing a pebble, then make a jump for dry land seems to work.
The moss takes about a minute each time, so it takes quite a bit of work. Throw pebble, jump away. Moss discharges. Rush in. Scrape some moss off. Then back out of the room when you heard the charge build up.
But eventually, you manage to scrape the room pretty clear. The few scrapes left here and there dont manage to do more then put your hair on end with static.
Araklifest
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Araklifest takes the wand himself to tap for further healing. He grins a bit sheepish: "Still a man of the books and not the practive ...", he jokes.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Jurgen, The Huntsmaster General
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"Well. We did all that to go straight ahead instead of trying the door. So we'd look foolish if we didn't go forward this way wouldn't we?"
We'll wade forward to see what's in the next corridor.
| GM Woran |
This large chamber is partially flooded, with the south end just barely rising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber.
Jurgen, The Huntsmaster General
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On guard after the previous room, Jurgen eyes the mold.
Knowledge: 1d20 ⇒ 7
+1 if it's Dungeoneering, +5 if it's Nature.
Jurgen, The Huntsmaster General
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Jurgen elects not to lick the mold. He does take another moment to survey the room to look for any hazards.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Not finding any, he's going to circle around the room east to south to get to the wheel.