Wits Fizzlewick |
"You say this wand is magical? May I examine it?" Wits holds the wand, examining it at length attempting to discern its function.
Appraise (to Identify): 1d20 + 8 ⇒ (7) + 8 = 15
Also, Wits would like to examine the book and wine. The book to see what it says, the wine to see the vintage and whether the bottle survived intact.
Sir Herbert Atkins |
"You say this wand is magical? May I examine it?" Wits holds the wand, examining it at length attempting to discern its function.
Technically, that would be a spellcraft check, combined with a detect magic....You didn't roll high enough to learn anything with that roll though...
The book is a bestiary of archaic and quite nasty form. A person of religious persuasion will probably be bale to tell you more, or a collector, but it looks to be worth some money.
The wine is a fairly nice, and definitely recent variety. It has been introduced into the dungeon, certainly in the last two years, most likely much more recently than that. Which is odd, when everything else is much older....
Nevynxxx |
"Let me take a look at that book, my good Wits," Dean says, leaning over and removing it from the gnome's hands. Knowledge (religion) 1d20+4
The book reads as much like a bestiary of the world’s most horrifi c and cruel monsters (along with numerous woodcut illustrations of how they kill) as it does a religious text. But it clearly is supposed to represent the teachings of Lamashtu, Mother of Monsters...
'Dean' Ninian Beard |
Dean gingerly hands the text back to Wits, a look of distaste on his face. "I'd take care how much you choose to learn from that book, my friend. It's a religious text of the evil goddess of monsters." His expression changes. "Not that it wouldn't be worth a pretty penny from the right buyer." He turns to Reynard. "Agreed. All this," he motions about him at the catacombs, "has been down here for centuries without troubling Sandpoint. It can't be mere coincidence that no one has run across it until the unpleasantness at the parade." He sighs. "If only I'd known all this was down here, in my own backyard, so to speak, I shouldn't have had to go so far afield in search of valuable relics. Oh well." He heaves up his mutated goblin corpse once more. "Shall we go back and try that other door? I'm very curious to know if there's another entrance to this place other than the one in the Glassworks."
Sir Herbert Atkins |
Returning to the previous unexplored room, reveals the crumbling remnants of several chairs and a long table cluttering the floor. To the south stand three stone doors, each bearing a strange symbol that resembles a seven-pointed star.
Beyond the doors lies what were once prison cells. Within each is a single skeleton of a badly deformed humanoid; one has three arms, another has an enormous misshapen skull, and the third has a ribcage that goes all the way down to its pelvis—a pelvis with stunted legbones strewn below its strangely flat girth.
'Dean' Ninian Beard |
Perception 1d20 + 8 ⇒ (15) + 8 = 23
"Wits, my friend, we've hit the motherlode," Dean cries in delight as he sees the skeletons. "And what's this?" He pulls a scroll carefully from beneath the remains of a crumbled chair and unrolls it gingerly. "These runes are ancient. Anyone care to take a look?"
Wits Fizzlewick |
"I'm afraid I'm not versed in such things. Specialization being what it is, no time for it. However, I do agree: this place is strange. Odd that an experimental station of such complexity and obvious success should exist unknown under a town of relative size and age as Sandpoint without anyone discovering it before now. I admit, the bottle of wine does suggest that we are not the first, and the presence of the mutant goblinoid does also suggest that said discoverers were planning on returning. As it is, I see no food sources for the creature, so perhaps they are still here in the complex? I would very much like to meet the master of this house..."
'Dean' Ninian Beard |
Retroactive Knowledge (religion) to know if the mutant goblin he's carrying around was alive or undead 1d20 + 7 ⇒ (19) + 7 = 26
Heal check to determine the age of the mutated skeletons 1d20 + 7 ⇒ (2) + 7 = 9
Dean moves in to examine the skeletons in the prison cells more closely. "Look here, Wits, would you say these mutations were natural, or the result of chemical agents -- or perhaps more crude surgical techniques? That is, did whoever imprisoned these creatures search them out for their mutations, like some kind of collector, or did he do this to them?"
Sir Herbert Atkins |
Ok, decision time, You now have only one unexplored tunnel (I was wrong before when I said two, you've been down one of them...) left to investigate. To give you a chance to get your bearings, here's an up to date map
Any prep? Marching order? Etc etc
'Dean' Ninian Beard |
"Because the thing is," Dean continues as he stands up, "these skeletons have been dry bones for quite some time. That goblin, on the other hand, was very much alive before we remedied that little problem. So, a long time ago, someone was in here with mutations; and now ... has someone discovered this place and picked up where the original occupant left off?"
'Dean' Ninian Beard |
Ok, decision time, You now have only one unexplored tunnel (I was wrong before when I said two, you've been down one of them...) left to investigate. To give you a chance to get your bearings, here's an up to date map
Any prep? Marching order? Etc etc
Which is the unexplored tunnel? The one below the one with the blue dot?
Dean takes up his precious dead goblin once again. "You, my friends," he gives the imprisoned skeletons a remorseful glance, "I'll have to come back for. I'll be happy to provide light for whoever wants to take the lead, but with this burden, I'd prefer to bring up the rear."
Sir Herbert Atkins |
Which is the unexplored tunnel? The one below the one with the blue dot?
Yep
Winding back through the tunnels is uneventful, and easy. Once away from the zombies, the place goes deathly quiet again, the rock absorbing all noise.
The tunnel widens here into what appears to have once been a small shrine,
for to the northeast steps lead up to a platform of gray stone. Sitting atop the platform is an ancient altar, little more than a jagged block of black marble with a shallow concavity on top of it. This basin is filled with what appears to be filthy water.
Sir Herbert Atkins |
"For once, at least we aren't getting jumped by something freakish. Outside of the dirty old bath water, we're good!" Sounding pleasantly surprised they aren't getting attacked by some type of abomination creature.
Wits Fizzlewick |
Wits steps into the room, examining everything intently. "Indeed. I feel somewhat disappointed not to encounter some new variety of creature or monstrous remains in this room. Oh well, I suppose I should be grateful to have time to digest what I've already learned, rather than acquiring new specimens."
Wits will move to the fountain and peer inside, going so far as to stir the water with a crossbow bolt to see if activity ensues.
Untrained Knowledge: Religion 1d20 + 3 ⇒ (7) + 3 = 10
'Dean' Ninian Beard |
"Luc, this looks like a challenge up your alley," Dean invites, as he steps forward to examine the doors.
Perception 1d20 + 8 ⇒ (19) + 8 = 27 Any carvings or decorations? Any signs of a trap?
"Perhaps one is meant to approach with clean hands?" he surmises, looking from the basin to the doors.
Nevynxxx |
'Dean' Ninian Beard |
Up to date list of the encounters, the stuff you've found, and the XP you've gained. This is definitive XP wise, it may be wrong, but it's the way it is now ;)
Don't forget my mutant goblin corpse! ;)
"Well, Emanuel," Dean suggests as he steps back from the doors, "I didn't see anything suspicious. Do you want to do the honors?"
Sir Herbert Atkins |
The double doors crash open with a resounding bang. Whatever has been done to these doors to make them open smoothly, works just as well here, as it did earlier.
This huge room looks like nothing more than an immense underground cathedral. Stone doors stand to either side of the main entrance, but beyond this, the walls are carved with strange, spiky runes. In the centre of the room is a large pool, a ring of polished human skulls balanced on stone spikes arranged in a circle around the deeper midsection. At the far end of the room, a pair of stone stairways leads up to a pulpit on which sits a second pool, this one triangular and filled with churning, bubbling water that looks almost like translucent lava. Yet while wisps of what look like heat and steam rise from the strange orange liquid, the room itself is deathly cold.
Initiatives and placements Please...Don't worry about being too accurate about placement just "5 ft from x wall" etc will do, since the room is such a horrible angle ;)
Wits Fizzlewick |
"Well, this room certainly does not disappoint! Hello? Is the Master of this house here? We retrieved a bottle of wine you may wish to have, as well as a dead raven you certainly do not wish to have. Anyone home?" Wits calls out to the room, searching for the mystery owner.
Init: 1d20 + 2 ⇒ (17) + 2 = 19
Placement: Wits will be 10 feet into the room, peering into corners. Exactly where is of no particular consequence.
Sir Herbert Atkins |
Init for Luc: 1d20 + 4 ⇒ (4) + 4 = 8
Init for Reynard: 1d20 + 3 ⇒ (4) + 3 = 7
Init
Witz: 19
Dean: 17
Luc: 8
Emanual: 8(lower dex)
Reynard: 7
Quasit: 5
As you enter the room, from the far end you hear a high pitched, female sounding screech. "You dare to intrude upon the Mother’s sanctum? You will die!"
Hovering above the pulpit is a small creature, ram horns curving back from it's head and lank hair hanging down. It has small wings that flutter fitfully.
'Dean' Ninian Beard |
"Die? We all shall one day, my diminutive friend. There's no call for that today, though. We are mere seekers after knowledge. I, like my companion, am most interested in hearing about your 'Mother.'"
Dean could use a CLW, but I don't know if he has any spells left. Let me go check what he's cast since he's been in the dungeon....
EDIT: Dang, looks like he's out of spells. I guess he'll just stand there and go total defense to improve his AC to 21. Btw, sorry, Wits, but Untrained: You cannot make an untrained Knowledge check with a DC higher than 10. Unless the DM has ruled otherwise, of course. :)
Iron Chef Manny Stokes |
As you enter the room, from the far end you hear a high pitched, female sounding screech. "You dare to intrude upon the Mother’s sanctum? You will die!"
"Well I would hate for that to happen before I opened up my restaurant now would I?"
Emanuel hefts his greatsword and walks over to begin ascending the stairs. My count puts him at the first square going up on the lower staircase.
Sir Herbert Atkins |
Luc also walks into the room, taking a position flanking the door, and fitting a crossbow bolt into place.
The Quasit takes a small, but very elaborate dagger from a sheath at her waist, and slowly cuts into her own palm, watching you all intently all the while. The action is slow, and almost defiant. A single drop of blood falls from her palm, into the orange waters below, and as it touches, the waters boil and bubble.
At first, this seems to be all that happens, but then a deformed head rises from the water, it's tri-fold mouth gaping in hunger, and soon, yet another of the beasts that have been guarding the catacombs emerges.
The spawn moves towards to the head of the steps that Emanuel is about the ascend. As it moves out, the Quasit vanishes...
Round 2.
Init
Witz: 19
Dean: 17
Spawn: 10
Luc: 8
Emanual: 8(lower dex)
Reynard: 7
Quasit: 5