Into the North - Almanac Adventuring -
(Inactive)
Game Master
Matt, Garnished Game Designer
Map Link
Current Day: Day 6
Current Hex: C9
Gustav does his best to keep himself and the mule out of the way. He examines the walls with his torch to see if there are any obvious markings.
Take 10 Perception: 13
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"No, Mr. Stonesoul, ursine mammals are not known to construct masonry," Dorian says flatly, before stepping up to the door and examining it closely and thoroughly.
Take 20 on perception on the door, for a 26. Takes 2 minutes per 5' square.
If it's not trapped, Dorian will check if it's locked. If it's locked, he will attempt to pick it.
Disable Device: 1d20 + 7 ⇒ (6) + 7 = 13
Edit:Bah! With that roll he'll probably need to take 20 on the disable device check too.
The door is not locked but it is quite stuck in the surrounding wall. Wet with moisture you can imagine that it's been quite some time since anyone came through this way.
However, the sound of dripping water can be heard if you press your ear against it.
Ah Dorian thank you for playing that exactly as I hoped!
Trelck scratches his beard and points to the door. I've got a crobar in the sack, do we need to lever this damn thing open?
Male Human Inquisitor 1
I'd hurry up if I were you. This tunnel gives me the creeps.
Willis going to move to the back of the group and level his crossbow at the tunnel they came from to keep watch.
"Yes," Dorian says simply, before offering his own weight to the bar.
Str check to assist: 1d20 + 2 ⇒ (17) + 2 = 19
Str!: 1d20 + 3 ⇒ (13) + 3 = 16 Plus whatever the crowbar does to help?
Gustav readies his spear and holds his torch high.
You manage to crack the door open and by the light of Gustav's torch can clearly make out the interior of the next room.
A worked crypt of dark stone with bas relief carvings of warriors and explorers lies before you. Water drips from the northern and southern walls (your entrance being the southern one) and pools on the floor have formed.
The stench of mildew and mold assaults your senses.
A tunnel continues on from the eastern wall.
Knowledge(Religion) to identify origin culture of the funerary art: 1d20 + 5 ⇒ (4) + 5 = 9
Gustav cautiously follows the others into the room and examines the carvings.
"Be careful," Dorian advises, also moving into the room. He avoids the pools of water, in case anything hungry is resting in them. He makes his way to the eastern tunnel and looks down it.
"Such a curious design. Not one I have seen before." Gustav moves to 10' from the bad relief.
The artwork seems to be of Rangvir origin. Not much is known of their gods and very little is known of their culture.
Male Human Inquisitor 1
I'll look around the room.
1d20 + 11 ⇒ (2) + 11 = 13
Let's keep moving guys
Gustav shrugs and follows the group to the eastern passage.
Trelck nods and takes the stick and presses on to the East.
The eastern passage winds for a couple hundred feet. You can feel it progressing steadily upward.
Ahead, you see light... however, you also hear squeaks and chittering coming up from behind!
Take 10 on knowledge nature for an 18, What kind of squeaking?
Male Human Inquisitor 1
I shoot my crossbow bolt that I've been casting light on behind us.
perception: 1d20 + 11 ⇒ (3) + 11 = 14
Gustav jumps and spins as the bolt goes off down the tunnel.
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
As the crossbow bolt soars into the darkness, Dorian realizes just what it is.
A swarm of skittering rats are surging your way squealing, frothing and clawing.
They're still at the end of the hall so you have a round to act.
Male Human Inquisitor 1
Swarm! Run!
Will is going to try to get out of the way of anyone who can deal with a swarm.
Gustav will pull his mule past Dorian, then give him an encouraging punch on the shoulder. "You've got his, Dorian!"
Guidance: +1 to hit
Dorian nods to Gustav, and pulls a vial from his belt. The circuit tattoos on his hand glow as he charges it with energy before throwing it at the swarm.
Bomb (PBS): 1d20 + 4 + 1 + 1 ⇒ (17) + 4 + 1 + 1 = 23 REadying to throw it once they are within 30' to activate PBS.
Fire Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Trleck swears as the others yell, he doe his best to work with Gustav to push the mule and pony up ahead of the group as Dorian prepares to attack the swarm...Hoping that we can pull them through and leave us between the swarm and the animals.
Good shot
The fiery explosive detonates amid the swarm and it quickly flees back into the darkness.
Ahead of you, you exit the passageway and find yourself in a small crevasse, with a winding stone stairway leading out of this passage. Up above the sky is clear and you can hear the wind howling.
"Nice toss, Dorian!" Gustav congratulates the android. At the stairway, he looks at his mule, then at the stairs, and says, "Well, let's give it a try!" and urges the mule up the stairs while he follows the others.
Trelck nods at Gustav's enthusiasm and takes Feldspar's reins and worsk with the sure footed pony up the stairs.
"Just performing my function, Mr. Verhu. It appears we have discovered a way of egress after all. Hurrah." Dorian says in a completely flat monotone. "That is what one says at times like this, correct?"
Proper sentiment but we may need to work on your 'enthusiasm' as it were.
"I am physically incapable of such frivolous emotional expressions."
You reach the top of the fjord and find yourself in G9!
Explore the hex or travel away? Remember that the village is on the opposite side of the fjord now.
"Do you fellows want to continue on in this direction, we might be able to swing around the south end of the fjord without descending back into the valley. It will take a few days, but we would in theory eventually reach the village on the other side."
With the path set we should make our way to the town. Check in, see if our other team made it and so on...
Male Human Inquisitor 1
I too say we should head off for town.
Sounds good, just need to know a hex path and if you stop to explore any of them.
G9-G7-F6-E7. No exploring. That's where the village is right?
The village seemed further south than that but you're going to skirt around the top of the fjord as best you can with no exploration stops if I understand.
Agreed!
Gustav looks around wistfully at the beautiful landscape as they traverse the majestic fjord.
Perfect!
Rolls you don't need to know about: 1d20 ⇒ 7
You spend the next four days traveling and encounter no threats. However, you soon arrive to the walls of the Rangvir village. A large cry comes up and a man opens the walled gate.
You get the impression he wants you to all follow him.
[b]"He says the others are here talking to their king. He wants us to follow him."
Male Human Inquisitor 1
The other group made it before us? Well that's good, at least they didn't die.
Being ever alert, Will is going to scan the area for anything suspicious.
perception: 1d20 + 11 ⇒ (15) + 11 = 26
The other group are also on Day 6. If you're all ok, I'd ask everyone to move over to Shrub Squadron for the next bit alright?
Link
I'll remove you as players after from their campaign.
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You are lead across the town and into a tall wooden building. The man opens a door inside and you find yourself in a large banquet hall...
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Feel free to all dot in!
Alright, we're in D8 right? Lets head to E7 and explore then D6 and explore, etc. Heading north in a zig zag line until we run out of half our food or find something interesting.
Sorry for my lack of posting, I haven't been able to get onto the site until now? Anyone else having that problem? On a seperate note can we be made inactive from the other thread so it isn't in our active campaigns? No big deal, just curious.
Trleck looks out at the wilderness as the group gathers its things and prepares to move on. You said that way, eh Dorian? The dwarf gestures in the vague direction he was sure the android mentioned at some point.
Do we need anything else? Should we check for gear or weapons? I feel fairly equipped and lack much in the way of coin but I don't want any of us to feel rushed...
Male Human Inquisitor 1
Will looks eager to get on the road again.
I'm ready to go when you are
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