Mothman's Whispering Cairn

Game Master Mothman

Age of Worms, Greyhawk, Pathfinder rules


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Boland "Bowls" Karendum wrote:


Boland's heart sinks at signs of footprints outside the Cairn. Then he recalls the lantern he still carries within his pack and his heart lightens. Technically anyone searching would not be able to make it past the trap to the unopened area without the lantern.

By the same note, if anyone took any of the other lanterns you left behind, you wouldn't technically be able to make it past the trap either ... just sayin' ...


Male Human Wizard/3
DM Mothman wrote:
By the same note, if anyone took any of the other lanterns you left behind, you wouldn't technically be able to make it past the trap either ... just sayin' ...

Touche!


The group prepares to enter the cairn.

I assume Harrigan and Brashen are in the lead with Boland and Andolphas following?

As you suspect you might have company, are you taking any precautions? Trying to sneak, moving slowly or quickly, or anything else?

I’m not sure if anyone has filled in Harrigan on who you think might be here. However, a DC 10 Local Knowledge check on his part means he knows of the three adventurers from Greyhawk who have been in town with the purpose of exploring one or more of the cairns in the region – it doesn’t take a genius to figure out it might be them with an interest in this place.

A second Local Knowledge check on Harrigan’s part, DC 15 (he gets a +1 for being from the city) further reveals:

Spoiler:
You know that one of the adventurer’s is named Auric. His name and physical description match that of the current Champion of the Free City Arena. This guy is one tough son of a biatch. You wouldn’t like to go up against him in a fight.


Male Human (Suloise/Oeridian) Cleric 3

I would suggest moving as stealthily as possible, with Harrigan scouting ahead with his dark vision. No sense giving ourselves away prematurely with the lantern light. Fortunately, the lantern I am handing Boland has a hood. Hide: 13 + 1 = 14; Move silently: 9 + 1 = 10.


Harrigan whispers, "Ok, let's see who's creeping on your claim here..." The dwarf heads off into the darkness of the cairn, sneaking along one wall.

Kn Local 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Hide 1d20 + 9 ⇒ (19) + 9 = 28
Move Silently 1d20 + 9 ⇒ (20) + 9 = 29


The rest of you have never observed a dwarf move so ghost-like; as soon as Harrigan gets beyond the sunlight filtering into the cairn entrance, and the light of Andolphas’ hooded lantern, he seems to melt away into the shadows, completely disappearing.

Harrigan:

Spoiler:
I will assume that as you are acting as scout, the others have somewhat described the basic layout of the tomb to you. You may spend as little or as much time as you like exploring and searching the various alcoves and short passages that come off the main entrance hall (2 short, empty alcoves, followed by two longer, dead-ended passages, one holding a strange, broken apparatus, the other blocked by an ancient looking cave-in, then two wide, shallow chambers opening off this main hall, one with a mural on its end wall, one filled with rubble and the former den of a giant snake) but no obvious signs of enemies or dangers reach your eyes from these areas.

Soon enough you move down a short flight of stairs, through the tattered remains of some spiderwebs, into the domed chamber with sarcophagus and the seven short passages leading off from it. All appears much as the others described it; flies buzz and beetles and ants crawl over the almost skeletal remains of a giant snake, the floor underfoot is scorched and crunchy with dead beetles. Coloured, unlit lanterns hang from long chains in all but one of the alcoves. The only alcove without a lantern – the one directly ahead of you – has a gaping hole in its floor, surrounded by rubble. A long, thick rope has been tied around the heavy stone sarcophagus in the centre of the chamber (its lid pushed aside to reveal an empty interior) and descends down into the hole.


The others follow slowly, some distance behind the dwarf (who has by now been lost to sight), Boland holding the lantern with its shutters drawn almost completely, releasing just enough dim light to see where one is walking but not much beyond. Hide and move silenty checks if you like, spot and listen checks if you are trying to discern anything.

Slowly the group moves past the dark openings of the various alcoves and side chambers off the main entrance hall, heading towards the main chamber with the passages and the lanterns.


Male Human Fighter / 3

A minute or so after Harrigan has disapeared from view, Brash starts to move down the passage, leading the rest of the group. He does his best to remain quiet, doing suprisingly well for his size and gear.
'Guess if some dwarf can do it, it cant be all that hard' the big man mutters to himself.

[/ooc] move silently 1d20 - 4 ⇒ (20) - 4 = 16 [ooc]


Male Human Wizard/3
Brashen Trell wrote:

A minute or so after Harrigan has disapeared from view, Brash starts to move down the passage, leading the rest of the group. He does his best to remain quiet, doing suprisingly well for his size and gear.

'Guess if some dwarf can do it, it cant be all that hard' the big man mutters to himself.

Boland follows behind Brashen, doing his best to keep quiet himself.

Move Silent: 1d20 + 2 ⇒ (9) + 2 = 11
Listen: 1d20 + 1 ⇒ (10) + 1 = 11
Spot: 1d20 + 1 ⇒ (5) + 1 = 6


Soon enough you move down a short flight of stairs, through the tattered remains of some spiderwebs, into the domed chamber with sarcophagus and the seven short passages leading off from it. With your small amount of light you can’t see the large chamber as a whole (and you don’t see Harrigan unless/until he wants to be seen), but by moving slowly about you (or opening up the hooded lantern) you will get the overall picture. All appears much as it was when you left; flies buzz and beetles and ants crawl over the almost skeletal remains of a giant snake, the floor underfoot is scorched and crunchy with dead beetles. Coloured, unlit lanterns hang from long chains in all but one of the alcoves. The only alcove without a lantern – the one directly ahead of you – has a gaping hole in its floor, surrounded by rubble. A long, thick rope has been tied around the heavy stone sarcophagus in the centre of the chamber (its lid pushed aside to reveal an empty interior) and descends down into the hole.


Male Human (Suloise/Oeridian) Cleric 3
DM Mothman wrote:
The only alcove without a lantern – the one directly ahead of you – has a gaping hole in its floor, surrounded by rubble. A long, thick rope has been tied around the heavy stone sarcophagus in the centre of the chamber (its lid pushed aside to reveal an empty interior) and descends down into the hole.

Remind me... is that where we went down and fought the water ghoul, and where the beetles came from? Or did those encounters take place in different areas?


Andolphas Hecker wrote:
DM Mothman wrote:
The only alcove without a lantern – the one directly ahead of you – has a gaping hole in its floor, surrounded by rubble. A long, thick rope has been tied around the heavy stone sarcophagus in the centre of the chamber (its lid pushed aside to reveal an empty interior) and descends down into the hole.
Remind me... is that where we went down and fought the water ghoul, and where the beetles came from? Or did those encounters take place in different areas?

Correct, that hole leads to both those locales.


Male Human (Suloise/Oeridian) Cleric 3

"Hmmm... no sign of Tiarra and company? Where could they have gone?" mutters Andolphas as he looks around, never straying far from the lantern light.

Spot: 2 + 1 = 3; Listen: 4 + 1 = 5... yeah, I'm going to notice a lot with those rolls...


Male Human Wizard/3
Andolphas Hecker wrote:

"Hmmm... no sign of Tiarra and company? Where could they have gone?" mutters Andolphas as he looks around, never straying far from the lantern light.

Spot: 2 + 1 = 3; Listen: 4 + 1 = 5... yeah, I'm going to notice a lot with those rolls...

"We didn't leave the rope leading down there did we?" Boland whispers. "It would seem likely that they headed that way, given they are probably new to the cairn and it's the most obvious way forward. Maybe Harrigan followed them down?"


Boland "Bowls" Karendum wrote:


"We didn't leave the rope leading down there did we?"

Correct; you didn't.


Male Human (Suloise/Oeridian) Cleric 3
Boland "Bowls" Karendum wrote:


"We didn't leave the rope leading down there did we?" Boland whispers. "It would seem likely that they headed that way, given they are probably new to the cairn and it's the most obvious way forward. Maybe Harrigan followed them down?"

"No, I think you're right, we didn't... and I hope Harrigan didn't follow them down there," whispers Andolphas. "What should we do? Pull the rope up? Wait to ambush them? Climb up the chain as quickly as possible and search for Alistair's spirit, and hope they don't figure out where we went?"


Male Human Wizard/3
Andolphas Hecker wrote:
"No, I think you're right, we didn't... and I hope Harrigan didn't follow them down there," whispers Andolphas. "What should we do? Pull the rope up? Wait to ambush them? Climb up the chain as quickly as possible and search for Alistair's spirit, and hope they don't figure out where we went?"

"I should have cast a spell that would have allowed us to stay in contact with Harrigan!" Boland whispers in consternation. "We can't pull the rope up without leaving Harrigan down there. And I'm not sure if it's a great idea to start a fight with them either."

A startled expression crosses Boland's face "What if they get caught in the room with necromantic magic? Perhaps they have already fallen into a slumber? What if Harrigan follows them in; we didn't warn him of it?"


Male Human (Suloise/Oeridian) Cleric 3
Boland "Bowls" Karendum wrote:


"I should have cast a spell that would have allowed us to stay in contact with Harrigan!" Boland whispers in consternation. "We can't pull the rope up without leaving Harrigan down there. And I'm not sure if it's a great idea to start a fight with them either."

A startled expression crosses Boland's face "What if they get caught in the room with necromantic magic? Perhaps they have already fallen into a slumber? What if Harrigan follows them in; we didn't warn him of it?"

"Let's hope that dwarf wasn't fool enough to clamber down the rope without waiting for us. Maybe he's just exploring some of the shadowed recesses of the side passages? Let's wait and see..."


The dwarf rounds a corner stepping out of the shadows as he sees the group. "Nothing. They have to be below. Is this the way we're taking?"


Andolphas Hecker wrote:
"What should we do? Pull the rope up? Wait to ambush them? Climb up the chain as quickly as possible and search for Alistair's spirit, and hope they don't figure out where we went?"

Now that Harrigan has revealed himself, what's it to be?


Male Human (Suloise/Oeridian) Cleric 3
Harrigan Drange wrote:
The dwarf rounds a corner stepping out of the shadows as he sees the group. "Nothing. They have to be below. Is this the way we're taking?"

"Glad you didn't go down there," says Andolphas in a low whisper. "No, in order to find Alistair's ghost and gain access to the closed section of the cairn, we need to climb the chain again. Of course, we could be in grave danger if while we're climbing, the other trio should pop out of their hole... what should we do? I don't fancy getting into a fight with them, if we can avoid it..."


Male Human (Suloise/Oeridian) Cleric 3
Boland "Bowls" Karendum wrote:

A startled expression crosses Boland's face "What if they get caught in the room with necromantic magic? Perhaps they have already fallen into a slumber? What if Harrigan follows them in; we didn't warn him of it?"

"... and, to be perfectly honest, I'm not particularly concerned about their fate," adds Andolphas icily. "I don't believe they are disciples of the Dark-Eyed Lady. If they should succumb to the necromantic energies, it will be as a result of their own choices. We owe them nothing."

The raven-haired and pale-faced priest's expression seems particularly cold in the shadows of his green hood.


Male Human Fighter / 3

Brash grunts and nods in agreement at Andolphas' words.
'For once I agree with the Priest, where not their mothers. There big boys and girls, Im sure they can take care of themselves. Now, how can we keep them down there long enough for us to explore the rest of the cairn... Pulling up the rope probably wont stop them for too long, that elf looked like a climb wouldn't be to difficult for her... Maybe we can cover the hole with something?'
Brash looks around the room for something big enough and heavy enough to block the hole.
Would the sarcophagus lid be big/heavy enough to block the opening? Also assuming the person trying to push it aside would also be clinging onto the wall...


"So we postpone the confrontation at best? But they are going to be pissed when we do face them. The big guy? I've seen him fight before." Harrigan shakes his head, "I wouldn't want to be trying to dance with him. Name's Auric; he's an Arena champion back in Greyhawk."

The dwarf pauses to think about it for a second, "If we don't need to go down there, I'd rather leave them a way out and just block them from following us. Probably have to face them in the end one way or the other, but it could go better without them thinking we tried to trap them down there to die."


Male Human (Suloise/Oeridian) Cleric 3
Harrigan Drange wrote:

"So we postpone the confrontation at best? But they are going to be pissed when we do face them. The big guy? I've seen him fight before." Harrigan shakes his head, "I wouldn't want to be trying to dance with him. Name's Auric; he's an Arena champion back in Greyhawk."

The dwarf pauses to think about it for a second, "If we don't need to go down there, I'd rather leave them a way out and just block them from following us. Probably have to face them in the end one way or the other, but it could go better without them thinking we tried to trap them down there to die."

"True. Then let's waste no time getting back up the chain. One of us may need to stand watch at the top, just in case they should try to follow us. They may be less inclined to make a 30' climb up a chain if they know someone might rain spells and spears on them from above. Boland, get the lantern ready..."


Male Human Wizard/3
Andolphas Hecker wrote:

"... and, to be perfectly honest, I'm not particularly concerned about their fate," adds Andolphas icily. "I don't believe they are disciples of the Dark-Eyed Lady. If they should succumb to the necromantic energies, it will be as a result of their own choices. We owe them nothing."

The raven-haired and pale-faced priest's expression seems particularly cold in the shadows of his green hood.

Boland recoils slightly at the cold look on the priest's face. "True we don't owe them anything," he responds eventually, fighting to keep his voice even, "but at the moment they don't owe us anything either. If they are in trouble and we are in a position to help then perhaps we should. We are at best facing a hostile reception when we return to town - some allies who owe us a favour may not be such a bad thing."

"However, I agree - let us head up the rope" But if they are still down there when we return, then it might pay to check in on them."

He pulls out the lantern and together they put it in its rightful place. With a last check to ensure all the lanterns are in the correct position he says "Let's head on up."


Male Human Fighter / 3

did this involve boosting someone up to a chain so they could climb up and then lower a rope? If so Brash can boost


Boland (with help from Brashen to reach the high – hanging chain) puts the green lantern in place on its hook (and then presumably lights all the other lanterns so as to deactivate the trap above).


Brashen Trell wrote:
did this involve boosting someone up to a chain so they could climb up and then lower a rope? If so Brash can boost

It did. Last time Strevlik climbed it I think – a skill he was quite good at. This time, someone else will need to do the honours. Climbing the chain up 40 feet is a DC 15 climb check per round of climbing (2 checks for speed 30 or 3 checks for speed 20). Climbing a lowered rope (held close to the wall so the climber can brace) involves DC 5 climb checks.


Male Human (Suloise/Oeridian) Cleric 3
DM Mothman wrote:
Brashen Trell wrote:
did this involve boosting someone up to a chain so they could climb up and then lower a rope? If so Brash can boost
It did. Last time Strevlik climbed it I think – a skill he was quite good at. This time, someone else will need to do the honours. Climbing the chain up 40 feet is a DC 15 climb check per round of climbing (2 checks for speed 30 or 3 checks for speed 20). Climbing a lowered rope (held close to the wall so the climber can brace) involves DC 5 climb checks.

Andolphas explains to Harrigan how they got to the hidden section of the cairn last time, hoping the dwarf will volunteer to take the lead up the chain, even though he doubts that a dwarf could be more agile than a human. "Strevlik was a good climber," he mumbles, "but the rest of us don't seem to be as gifted in that area. Must not have climbed enough trees during our childhood..."


"Heh. Ain't much of a mountain climber myself. My people tend to tunnel right through before we'd climb over." He grabs the chain, "For the love of money, though I'll try anything once."

Harrigan jumps up and grabs the chain, then basically hangs there straining to pull himself up. He is tenacious and clings for some time straining and face turning red before managing to pull himself up once then promptly slides back far enough for his boots to touch the ground.

Climb1d20 + 1 ⇒ (5) + 1 = 6
Climb1d20 + 1 ⇒ (12) + 1 = 13
Climb1d20 + 1 ⇒ (5) + 1 = 6
No Armor Check Penalty, but I have no ranks in climb and only +1 on Str. Probably no damage since I never even managed to move up at all?


"Wait, wait! I can do this!"

The dwarf then puts on a very similar demonstration.

Climb1d20 + 1 ⇒ (7) + 1 = 8
Climb1d20 + 1 ⇒ (9) + 1 = 10
Climb1d20 + 1 ⇒ (9) + 1 = 10

No I can't :(


Male Human (Suloise/Oeridian) Cleric 3

That's too funny... :-)

"Ummm... okay, good effort, Harrigan," says Andolphas with evident dismay. "Maybe Brashen should take the lead, then... You've got stronger arms than both Boland and myself..."


Hehe... No damage.


I do have a grappling hook and 50' of silk rope. Not sure why I bought that with no ranks in climb. lol.


Male Human Wizard/3
Harrigan Drange wrote:
I do have a grappling hook and 50' of silk rope. Not sure why I bought that with no ranks in climb. lol.

ha, might need the help of the other party sooner than we thought!

Boland shakes his head as he watches, not sure whether to laugh or cry at their inability to get up the chain.

At mention of Brashen making an attempt, he turns to the burly warrior and whispers. "You've got the ring of feather fall right? At least if you try and climb and fall, you should be safe of taking any damage."

While Brashen makes an attempt, Boland keeps an eye on the rope leading below, lest the rival adventurers make an appearance while they are concentrating on climbing up.


If he were to take off his armour and leave his shield, the climb would be child’s play for Brashen. He may not want to do that, but even leaving his shield will increase his climb skill modifier to +4.

1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 4 ⇒ (5) + 4 = 9
1d20 + 4 ⇒ (7) + 4 = 11

"Chain must be greasy or something," mutters Brashen as he makes several attempts to climb, boosted up on Harrigan's stocky shoulders, but fails to make any purchase.


Male Human Fighter / 3

Brash swears under his breath as he drops from the chain once more.
'What'r you all looking at?' he snarls, taking out his frustration verbally. He starts to take of his armour, talking as he does.
'Tie this to the bottom of the rope and when the last persons up ill pull it all up'

So saying he jumps up to once again try the chain, this time unencumbered

figure the main pice of armour could be tied pretty easily and any smaller bits could be taken in his pack?
climb checks 1d20 + 8 ⇒ (13) + 8 = 21
1d20 + 8 ⇒ (7) + 8 = 15

Its slow going, but Brash finally makes it up, and lowers a rope back down the shaft, bracing himself to hold on for those coming up.


Sans armour, Brashen makes the climb up, taking a rope with him, gaining the passage above. The eyes of the stone face at the far end of the tunnel are dark, and its mouth is open, allowing access to the chamber beyond. Brash lowers a rope and everyone else climbs up without further mishap If they wish. He also pulls the bundle of his armour up.

Beyond the mouth-door of the stone face is the chamber where Andolphas, Boland and Brashen previously met the ghost of Alastor Land. As they will recall, the chamber features a narrow beam above a pit mostly filled with melon-sized lead balls. An ancient trap caused balls of lead to fire out from cleverly concealed holes in the walls to knock people off the beam. Last time, the group discovered that the trap could be bypassed easily enough by climbing down and walking carefully across the shifting surface of lead balls.


Male Human (Suloise/Oeridian) Cleric 3

Andolphas hurries up the rope after Brashen, muttering a quick "thanks" as he reaches the top. He wastes no time getting to the entrance of the chamber where they had met the ghost of Alastor Land.

"Alastor Land... are you there?" he says quietly, uncertainly, as he peers inside. "We have upheld our end of the bargain. Your bones now rest in the earth beside those of your father..."


There is no sight nor sound of the dead boy – just the stinking corpse of the dead grell, lying amongst the lead spheres.

However, the heavy looking steel door at the far end of the narrow beam is now open. It seems that Alastor Land was true to his word.


Male Human Fighter / 3

Brash bundles the rope back into his pack and quickly dons his armour, following the others into the room.
'Well i'll be, the boy did it. Cant say I was holding my breath. Now lets get a move on, or those other bastards will be up here. Maybe we can close the door he opened behind us... assuming theres a way to open it again. Didnt the lad say something about a lever or button on the other side?'
Brash shudders slightly at the memory of his body being inhabbited by the boys spirit, then starts to climb down into the pit and start accross the balls to the other side, keeping a watchful eye for tenticles among the lead balls.
spot 1d20 + 2 ⇒ (7) + 2 = 9


Male Human Wizard/3
Brashen Trell wrote:

Brash bundles the rope back into his pack and quickly dons his armour, following the others into the room.

'Well i'll be, the boy did it. Cant say I was holding my breath. Now lets get a move on, or those other bastards will be up here. Maybe we can close the door he opened behind us... assuming theres a way to open it again. Didnt the lad say something about a lever or button on the other side?'
Brash shudders slightly at the memory of his body being inhabbited by the boys spirit, then starts to climb down into the pit and start accross the balls to the other side, keeping a watchful eye for tenticles among the lead balls.

Boland sighs in relief as Brashen makes the top of the shaft and lowers a rope for them all to climb. When he sees the way ahead open, his heart beat quickens in excitement, and a little trepidition, on what they might find ahead.

He lowers himself into the pit behind Brashen, before he stops and fumbles around in his pack, pulling forth a pair of goggles.

"Harrigan, if you are going to be leading the way, then these might come in handy" he says, holding the goggles out to the dwarf. "They are magically enhanced, goggles of minute seeing. They will perhaps be of service when you are searching for traps or secret passages."

After handing over the lenses, he also pulls out a piece of cured leather from his belt pouch and quietly intones the words to a spell. There is a faint shimmering in the air around him which quickly fades to nothing. Satisfied, he follows Brashen across the room to the open doorway ahead."

Casts Mage Armour, should last 3 hours


Male Human (Suloise/Oeridian) Cleric 3

Andolphas follows Brashen down to the floor of the chamber, then up again on the inside. "I suspect that Alastor was responsible for throwing the balls, and that we may no longer be at risk now that his spirit has been laid to rest... but it doesn't hurt to be careful."

He then cautiously climbs up the other side and gently pushes the far door open a crack, with baited breath...

Spot: 12 + 1 = 13; Listen: 2 + 1 = 3.


The doorway opens up to reveal a cavernous chamber that consists of a wide stone walkway around a deep chasm that leads into darkness. Four bridges lead from the walkway to a central ring, or at least they did – two of the bridges have broken, leaving wide gaps near their centres. Bright light reminiscent of a summer’s day filters down from the ceiling about forty feet above. Four wide galleries are recessed into the stone walls from the outer walkway, their far walls covered with enormous bas-relief vistas. A sighing wind emits from a huge central pillar of turbulent rushing air at the centre of the chamber. This column extends from the floor up to the ceiling, cutting through the room’s central ring.


The dwarf examines the goggles then slips them on briefly, before pushing them up high on his forehead. "Yeah, I can see how these might come in handy. Thanks for the loaner."

"Hold up, big guy. Let me take a look here..."

Harrigan takes the lead heading for the closest bas relief.

Spot 1d20 + 5 ⇒ (4) + 5 = 9
Listen 1d20 + 3 ⇒ (1) + 3 = 4
Search 1d20 + 10 ⇒ (6) + 10 = 16 +2 included as this appears to be all stonework. Will search again at the bas relief using the goggles:
Search 1d20 + 15 ⇒ (5) + 15 = 20


The chamber is circular, the door you have entered by is in the south west, the alcoves with the bas-reliefs are in the north, east, south and west quadrants of the room (for reference, the intact bridges to the central walkway are at the north-west and north-east; the southe-west and south-east bridges are broken).

I will assume Harrigan heads towards the west mural.

The chasm that breaks up the floor of this chamber is deep (the bright light filtering from the domed ceiling above does not illuminate its depth, and its base is shrouded in shadow), but the walkway is fairly wide. Harrigan spies no traps or other dangers as he makes the short walk towards the carved panel. He does see some tiny holes in the side and back walls of the alcoves, but he does not see any mechanism that suggests they might be part of a trap.

The bas-reliefs all seem very crudely carved; figures are blurred and distorted and it’s impossible to tell what the carvings are meant to represent. However, as Harrigan draws near to the western alcove, the tiny holes in the wall breathe forth a smoky sheen of steam that covers the image. As the steam eddies and plays about the rough carvings, distinct impressionistic images become apparent. The images seem to shift and move as the steam plays about them, bringing them alive with action.

This image seems to depict a peaceful scene featuring several tall, robed humanoids relaxing in an idyllic countryside. Dozens of perfect circles fill the sky above. As the steam runs over the image, dark twisted shapes emerge from the sculpture’s edges. The shapes coalesce to form monstrous creatures that look like a cross between spiders and wolves. As the creatures approach the now horrified humanoids, the circles in the sky begin to burst one by one.

After a moment, the steam dissipates, and the image is once again crude stone.

Apart from the image, Harrigan’s search reveals little. It seems that the holes in the wall are connected to some sort of fine, heated pipe-work, but the wall would need to be destroyed to get at it. He finds that if he moves away and then forwards again, the steam once again breathes forth and the scene replays.


Was it possible for us to close the door we came through that the ghost unlocked for us?

"Hmm. Hey you professors might want to get a look at this. Seems safe enough." Harrigan move on to the next relief.

Spot 1d20 + 5 ⇒ (2) + 5 = 7
Listen 1d20 + 3 ⇒ (13) + 3 = 16
Search 1d20 + 10 ⇒ (5) + 10 = 15
Close up search 1d20 + 15 ⇒ (1) + 15 = 16


Harrigan Drange wrote:

Was it possible for us to close the door we came through that the ghost unlocked for us?

Yes, forgot about that. Your search revealed a small stone panel beside the door that sat proud of the rest of the wall. When pressed, it causes the door to close (and lock). Press again and the door opens.


Male Human Wizard/3
Harrigan Drange wrote:
"Hmm. Hey you professors might want to get a look at this. Seems safe enough." Harrigan move on to the next relief.

Upon entering the chamber, Boland gazes at the wonders before him, clearly excited and amazed by the sights. When he hears the all clear from Harrigan, he quickly hurries over to the first bas relief, studying it eagerly and attempting to match the imagery with anything from his studies.

Knoweldge History: 1d20 + 5 ⇒ (19) + 5 = 24
Knoweldge The Planes: 1d20 + 6 ⇒ (6) + 6 = 12
Knoweldge Local: 1d20 + 4 ⇒ (19) + 4 = 23
Knoweldge Religion: 1d20 + 5 ⇒ (1) + 5 = 6

"What do you make of this Andolphas? he asks in excitment. Will aid another with Andolphas if that will halp any of the results]

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