Navior |
After much anguish and exertion, you manage to get the donkey tied up. :)
Actually, Modestine is quite cooperative. She was a little nervous after the wolves showed up, but the wolves didn’t last long enough to make her get too skittish. Once Modestine is secure, the group proceeds north. There, the central hallway opens into a large chamber with wings leading to the east and west. Across the chamber to the north yawns a twenty-foot-wide open arch draped from top to bottom in translucent cobwebs. An eerie green light flickers from beyond the webs, casting strange shadows about this room. The place smells of animal spoor and wet fur.
To the west, three short stairs lead to a wide marble dais, but the far end of the wing is obscured by darkness. Dara and Udaya can make out part of the north and south walls of the dais and can see a faded fresco on each. Oddly, each wall appears to have a painting of hallways on them, but you’ll need to get closer for more detail.
To the east, huge slabs of cracked masonry and irregular piles of scattered debris choke much of the passage, but unlike the passage to the south, this one does have an area that, while not free of debris, is passable.
The sibilant, almost human whispers present in the passage become a chorus in this chamber, eerily echoing off the walls.
Dara Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Udaya Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Venedictus Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Fredrik Perception: 1d20 + 0 ⇒ (3) + 0 = 3
Bear Perception: 1d20 + 0 ⇒ (13) + 0 = 13
Venedictus |
Venedictus moves about the group, casting guidance spells on everybody. This spell lasts for 1 minute, and lets the user apply a +1 competence bonus to any one attack roll, saving throw, or skill check within that time. I'd like for this to become standard operating procedure upon entering any new chamber down here.
Navior |
Venedictus moves about the group, casting guidance spells on everybody. This spell lasts for 1 minute, and lets the user apply a +1 competence bonus to any one attack roll, saving throw, or skill check within that time. I'd like for this to become standard operating procedure upon entering any new chamber down here.
That's no problem. Just let me know if there's any occasion when you choose not to do this. Likewise, I'll also let you know if there's no opportunity to do so. Also, the light spells will be running out soon. However, I'm going to assume you recast them (since you can do so indefinitely). If at any point, you choose not to do so, just let me know.
Venedictus |
Venedictus wrote:Venedictus moves about the group, casting guidance spells on everybody. This spell lasts for 1 minute, and lets the user apply a +1 competence bonus to any one attack roll, saving throw, or skill check within that time. I'd like for this to become standard operating procedure upon entering any new chamber down here.That's no problem. Just let me know if there's any occasion when you choose not to do this. Likewise, I'll also let you know if there's no opportunity to do so. Also, the light spells will be running out soon. However, I'm going to assume you recast them (since you can do so indefinitely). If at any point, you choose not to do so, just let me know.
Can we get an updated map?
Navior |
The wide dais has faded frescoes on its north, west, and south walls. From a vantage point at the centre of the dais, the wall paintings make it look like you stand within a massive room with seven short hallways radiating outward from a central point. A chain dangles from the ceiling at the end of each hallway, and each chain bears a gleaming coloured lantern. Clockwise, the colours are red, orange, yellow, green, blue, indigo, and violet.
Dara Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Udaya Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Venedictus Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Fredrik Perception: 1d20 + 0 ⇒ (7) + 0 = 7
Bear Perception: 1d20 + 0 ⇒ (12) + 0 = 12
MAP UPDATED
Dara Hellhammer |
"Well, I can hear 'em, but I couldn't tell ya what they mean anymore than I could tell ya what an elf's sayin'. Guess I can try an' sound it out to ya though..."
Dara will do her best to repeat what she is hearing phonetically to Fred.
Int Check 1d20 + 0 ⇒ (19) + 0 = 19
Wis Check 1d20 + 3 ⇒ (19) + 3 = 22
O_O
Beargle "Bear" Zstellian |
Bear slides a finger along the surface of the southern fresco as the others talk, then rubs the gathered dust from his fingertip. He speaks without looking from the fresco, "Wonder where this rainbow room is." He shrugs as he looks back at you, "Anyhow, we're not gettin' any richer standin' here. Wanna head in deeper?"
Navior, I'm just gonna rely on you to tell me when my Mage Armor runs out. I cast it on that first round of combat, and it lasts for one hour. I'll probably just ask again at the beginning of the next combat (unless it's relatively obvious either way).
Dara Hellhammer |
"Well, this is neat and all, but if this ain't magical then I don't get the point. Unless you guys wanna keep lookin' at art," she points to the eastern end of the room, "I'm gonna check out that cave-in over there — see if we can get past."
Perception 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 stonework
Stealth 1d20 + 1 ⇒ (1) + 1 = 2
Hah, the dice are indeed funny creatures.
Evidently Dara must be making a point about stomping her feet to express her desire to move on. :P
Beargle "Bear" Zstellian |
Bear follows Dara across the room muttering, "Shtev sha ol Shapak" while holding his blade forth. I don't want to completely cross the room, I just want to try to get close enough to cast Detect Magic on it.
If necessary... Spellcraft/Knowledge Arcane 1d20 + 6 ⇒ (7) + 6 = 13. (with a -2 if it's a Necromancy or Enchantment spell or effect).
Navior |
Navior, I'm just gonna rely on you to tell me when my Mage Armor runs out. I cast it on that first round of combat, and it lasts for one hour. I'll probably just ask again at the beginning of the next combat (unless it's relatively obvious either way).
No problem. It's been a little under 15 minutes since you cast the spell, so you have lots of time still left.
Bear's detect magic does not detect anything in the eastern passage.
Navior |
Dara stomps rather noisily across the chamber, probably waking every dead body in the tomb. The smell of animal fur is much stronger over this way. Crossing to the other side of the cave-in should be quite possible as long as people take care. (DC 5 Acrobatics check, which everyone can accomplish by taking 10.)
On the other side, you can make out irregular piles of rubble along with numerous bones and animal droppings. It's a reasonable guess that the wolves were lairing back here.
MAP UPDATED
Navior |
Presuming the others go with Venedictus,...
Dara Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Udaya Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Fredrik Perception: 1d20 + 0 ⇒ (6) + 0 = 6
Bear Perception: 1d20 + 0 ⇒ (9) + 0 = 9
It's clear that the bones are from numerous different things, some of them human, but most of them animal. Venedictus does discover an old leather backpack half-buried under a pile of humanoid bones. On the other side of the room, Udaya turns up an intricately carved armband bearing a leaf motif.
Udaya Appraise: 1d20 + 0 ⇒ (13) + 0 = 13
She is unsure of its value.
MAP UPDATED
Fredrik "Flash" Williams |
Bear will offer to support Flash in his endeavors to detect magic on both of the group's finds.
Cast Detect Magic.
Aid Another Spellcraft 1d20 + 6Or he can be the primary (as I posted first); I'm just not our "primary caster", so I thoguht I'd give him the honors.
Much obliges matey!
Edit Sorry about that, Spellcraft 1d20 + 9 ⇒ (8) + 9 = 17, Appraise, untrained 1d20 + 5 ⇒ (4) + 5 = 9
Udaya Udas |
Nope, I saw that post. I'm still trying to figure out where suitors come into this. Does it have something to do with a hope chest?
Correct! Udaya's Hope Chest = things she keeps for a household in hopes of getting married. Slick was trying to flatter her by suggesting that she must have so many suitors that 'hope' wasn't needed.