| Serena Mistcastle |
"Well, no giant spiders attacked us, so I think it's safe to assume that the creators of these webs are long gone. Should we press on?"
| Illthir Winlowe |
"...Or something else ate them ..." Illthir speculates with a shudder. She glances back at their mounts. "Let me see to the horses, then we can continue."
| RPGGGM |
The horses seem fine (and web free), though a bit tired from the day's ride.
Building camp? going in? What's the plan? It's late afternoon in Summer so you have a few hours before nightfall.
| Fergus Bouldershoulder Ironmug |
Well, despite the scare, we might as well press on. At least for a bit. and if it gets too late, we can set up camp here, or inside. Fergus says, reacquiring Ditzy.
| Illthir Winlowe |
Illthir gives her horse a few pats on the head before heading back. "Yeah. We should stick our heads into the temple, just in case that's where the spiders are hiding. Rather find that out when I'm awake..."
Mm I think the plan was to take a quick sweep of the temple+area while the sun is still up and then make a camp when we're okay-ish sure we won't get eaten :)
| RPGGGM |
The party forms up on the stair ready to enter. There was a concealed door in the cave just to the south of the entrance described by Alia, that the she and the others had previously used to access the lower dungeon. Marked on the map.
The cave's center is Dimly lit from above by the late-afternoon sun through crevasses in the stone above. The alcoves however are Dark. The party has a rough map, though you'll have to decide who's carrying it.
| Fergus Bouldershoulder Ironmug |
If any of you wish, I have an Ioun torch with me. I can see in the dark, but I know some of you cannot. he mentions to the others before approaching and checking on the entrance that was mentioned.
| Illthir Winlowe |
"That'd be helpful. I recon anything lurking within would have heard our earlier kerfuffle anyhow." Illthir agrees to the offer of light. Plus, it'd probably go quicker if they weren't stumbling around half-blind.
Since her companions probably had their hands full in any fight Illthir volunteers to carry the map. She'd put it in one of her scroll cases in the meanwhile but it was good to take a peek now and then.
| Shepherd Jhod Kavken |
"I can provide for myself." Jhod says to the others, illuminating his hunter's longbow with prayer. Magical golden light shines forth from the wood and he holds it aloft like a torch.
Shepherd Kavken (from outrageously French-accented Galt) is the only person who really needs it.
He steps into to the cave proper.
He looks about in awe. The shining bow in his hand reflecting off the tears in his eyes.
| RPGGGM |
Ahead, Durgan notices that concealed door lays open resting upon a large rock. Beyond he can spy a dark narrow spiraling stone stairwell leading down. The door itself is stone, cunningly crafted to look like the surrounding wall when closed.
| Illthir Winlowe |
"Scenic. Just watch out for webs!" Before she can properly enjoy the beauty, Illthir flails at the air in front of her with her weapon. Fool me once and all that ...
| RPGGGM |
Illthir waves her hammer through the air as if using it to try and swat unseen flies or mosquitos to no noticeable effect.
| Fergus Bouldershoulder Ironmug |
[ooc] Durgan? haha[ /ooc]
He'll take a moment to cast detect magic, and look for any traps that may have been put in place or any other peculiarities
perception: 1d20 + 2 ⇒ (20) + 2 = 22
assuming he finds none, he'll proceed through the door and head down the stairwell.
| Illthir Winlowe |
It was better to look like a fool then get eaten! Illthir keeps up her flailing when they head deeper. "With no spiders, this *would* be a beautiful temple fit a high priest ..." she mumbles and tosses a sideeye on Jhod. Wouldn't want to hurry someone that had a profound and or religious experience - but she also didn't want to try and make camp in the total dark. Though she suspected Fergus, Serena and herself could handle themselves. Or scream loud enough to be heard. So let's follow the brave mage down the stairs!
| RPGGGM |
Durgan? haha
My bad, but all you dwarves look alike from up here, long brown hair on all sides thinning on top. ;)
I'm assuming you are going first. Did you want to light your ioun torch for Ditzy and the others?
There's no magic that Dur- Fergus can detect though the tight spiral stair makes it difficult see auras much further beyond the tip of his nose. The space is tight (about 2-1/2 ft.-wide. If you have to fight here you would be squeezed) After the first turn in the stair he sees signs of thick broken cobwebs hanging from the roof above.
| RPGGGM |
It was better to look like a fool then get eaten! Illthir keeps up her flailing when they head deeper. "With no spiders, this *would* be a beautiful temple fit a high priest ..." she mumbles and tosses a sideeye on Jhod. Wouldn't want to hurry someone that had a profound and or religious experience - but she also didn't want to try and make camp in the total dark. Though she suspected Fergus, Serena and herself could handle themselves. Or scream loud enough to be heard. So let's follow the brave mage down the stairs!
From north to south, Jhod illuminates the alcoves a bit with his bow for the most part their are empty, the second to last however holds a dead deer caught like a fly in midst of giant web similar to those outside.
| Illthir Winlowe |
"Definitely ... Not great." Illthir squints at the deer. "But no spider has tried to eat us just yet; maybe they're old webs? Any way to tell? Same about the carcass."
Know(Nature?): 1d20 + 8 ⇒ (15) + 8 = 23
| RPGGGM |
The webbing looks relatively recent as there isn't a lot of stuff stuck to it. Spiders repair their webs as needed though so there's no way of knowing how long it has been here although Alia didn't mention any giant spiders in the upper cave the last time she was here. The deer corpse is mostly intact. It would take a healing check to determine anything else about it.
| Fergus Bouldershoulder Ironmug |
Well, either whatever made those webs only comes out at night, its gone, or is smart enough to try and lure us into a trap. Or some combination of A and B. The only real decision I think we have is whether to leave the horses up here or not. Fergus says, rubbing his beard.
| Shepherd Jhod Kavken |
Serena examines the carcass, trying to assess how recent it may be.
Within the last 3-7 days. It looks to have died of giant spider venom.
Well, either whatever made those webs only comes out at night, its gone, or is smart enough to try and lure us into a trap. Or some combination of A and B. The only real decision I think we have is whether to leave the horses up here or not. Fergus says, rubbing his beard.
"One of us could stay behind with the horses." suggests Jhod.
| Serena Mistcastle |
"This corpse is only a few days old and it died of poison, probably giant spider venom, which means that they probably haven't left. We must be very cautious. I'd hate to leave someone behind alone, but if not, we may well come back to find our horses dead or webbed."
| RPGGGM |
With that, the party ponders it's next move...!?
| Fergus Bouldershoulder Ironmug |
Well, if whatever made the webs is inside, it likely won't be able to get past us easily. I vote we look around a bit, but return soon. I could also leave ditzy behind to warn me should a threat come to the horses. Anything that can easily keel a deer or horse likely wouldn't be to concerned with something of her size.
| Illthir Winlowe |
Illthir squirms. So there *were* spiders around for sure. Bah. She shot a quick glance at Jhod but Fergus suggestion was probably better. Plus it'd be cruel to ask the priest to leave the temple now. "That'll work. Take care Ditzy!" She didn't know how much the wizard's pet understood of her words - but they always seemed smarter then they had any right to be.
| RPGGGM |
So the party proceeds down the narrow spiral stone stair in Serena, Illthir, Jhod, Fergus order?
| Illthir Winlowe |
That seems reasonable! Deploy the traps and spider horrors :D
| RPGGGM |
The party corkscrews itself down into the depths of the hill. The stair ends after three revolutions upon a stone-slab floor at the end of a 30' corridor that according to the map exits upon a small maze of corridors that Alia informed you where once the home of a pack of small gelatinous cubes. The stone walls, and indeed some of the floor, have been graffitied with scratches and crudely painted drawings of the ever-watchful eye of Gyronna the Hag Queen, goddess of hatred and spite.
All of the eyes seem to be looking at you.
| RPGGGM |
With all of the light sources behind her the half-elf can't see clearly any further than ten feet out to either her side before things grow dim. The slab tiles beneath her as almost perfectly smooth with only a little dust coating them.
| Fergus Bouldershoulder Ironmug |
Fergus will brush the small diamond embedded in his ring and mutter a draconic phrase before his eyes flash a bright white before returning to normal. casting heighten awareness
he will then walk forward a ways, give a single rub of his beard before saying. You always follow left. So they say. and heads off down the corridor. Doing his best to keep his eyes peeled for anything untoward.
| Illthir Winlowe |
"Creepy." Illthir notes the many eyes. Had she been worried about the wrong ichy thing filled with extra eyes?
"Aight, left. Let's hope there's no nasties left. heh."
| RPGGGM |
The party continues along it's 'left-hand path' until they come to a fork in the road. To one side is a long corridor with a grade that heads further down, and on the other a stone door with a forest scene sculpted into its surface. The artwork has been defaced by more of the horrible eye markings that always seem to be looking at you.
According to Alia's notes, the room behind the door was the place where the party first encountered encountered the false lich-thing (actually a 'crypt thing' that had at one time in the past been Szam Tass's living jester, disguised to look like the lich in undeath). Crypt things like this, can teleport groups of victims randomly spreading them over a the breadth of a dungeon as a sort of trap.
| Illthir Winlowe |
"Huh, that does sound like a certain thrice-cursed hedge maze incident. With associated pain." She didn't really want to think about the whole kerfuffle at the mansion. But one thing she wanted even less was to repeat it. Surely though the crypt thing had been defeated?
"This place needs a good scrub." she notes, turning her mind to (mildly) less frightening themes. She squints at the eye markings and wonders if there were even enough soap and water to remove all these. "Should we sweep this level before going further down? I think so."
| RPGGGM |
"Huh, that does sound like a certain thrice-cursed hedge maze incident. With associated pain." She didn't really want to think about the whole kerfuffle at the mansion. But one thing she wanted even less was to repeat it. Surely though the crypt thing had been defeated?
"This place needs a good scrub." she notes, turning her mind to (mildly) less frightening themes. She squints at the eye markings and wonders if there were even enough soap and water to remove all these. "Should we sweep this level before going further down? I think so."
It was implied that the dead crypt-thing's bones where used at Ser Richard's manor to affect the teleportation.
"Yes, I don't fancy leaving a foe behind us to attack us when we least expect it."
So where to? The party does have a map.
| RPGGGM |
Fergus pushes through the stone door and into what was the false lich's deserted throne room.
It's dark inside. Four broad pillars carved like tree trunks support the domed ceiling sculpted like a forest canopy. An empty stone throne sits to one side upon a 2-step dais.
| Illthir Winlowe |
Ooh! Don't think I paid attention to the bones. And pardon the delay...
Illthir follows cautiously and squints into the darkness. Well, gloom, with Fergus' ioun stone torch. "...And some fresh air... Maybe it's just the aura, not the actual air though ..."
Low-light vision; so double default torch radius :)
Perception!: 1d20 + 12 ⇒ (3) + 12 = 15
| Fergus Bouldershoulder Ironmug |
sorry, I had made a post about moving in, but I think it got eaten.
Fergus glances around the room, slightly on edge.
perception: 1d20 + 4 ⇒ (11) + 4 = 15
| Shepherd Jhod Kavken |
perception: 1d20 + 6 ⇒ (16) + 6 = 22
Jhod enters the chamber with his glowing longbow and takes the place in at a glance then stops short as his eyes turn toward the ground.
"Look." he says in hushed alarm. "There's tracks in ze dust."
He spins about looking at the ground back the party entered and then around again.
survival: 1d20 + 6 ⇒ (5) + 6 = 11
After a moment he gives up and says. "Alas, I no ranger, and I fear we may have disturbed some of zem with our entrance."
| Illthir Winlowe |
Illthir shakes her head sadly and mumbles. "If only Zokon was here..."
But that sort of thinking would get them nowhere. So instead; what would Zokon do?
Survival: 1d20 + 1 ⇒ (12) + 1 = 13
| Shepherd Jhod Kavken |
Illthir shakes her head sadly and mumbles. "If only Zokon was here..."
But that sort of thinking would get them nowhere. So instead; what would Zokon do?
Jhod straightens up.
"Hm. A 'alfling may 'ave lain 'ere...." He says pointing to the floor. "Or maybe a gnome? Or maybe someone dropped a sack of potatoes 'ere.... Or not."
He frowns.
| Illthir Winlowe |
"Whatever it is, I'm sure we'll notice as we go deeper." Illthir shudders. It would be nice to know before it tried to eat them; but unfortunately they didn't seem to have that luxury.
"Let's finish up our sweep." she announces more boldly then she feels and points heroically towards the door and corridor beyond it.
Towards room marked "10" and the doorway with an "S"?
| RPGGGM |
Illthir leads the party through the depressing throne chamber where the crypt thing copy of Szam Tass once sat, and out in the the hallway beyond.
The concealed doorway (that the party discovered last time around) is closed when the party arrives at the spot it is supposed to be in, and, well, um, concealed. ¯\_(ツ)_/¯
Perception checks if you want to find the door's "knob".
The hallway to the east comes to a 'T' leading those who travel north to a large chamber (Area 4) with weight-sensitive pit trap set in the center, and those who head south to a closed off room (Area 7) which once housed an animated iron maiden that nearly ate Zokon when he was here last.
| Serena Mistcastle |
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Serena looks down each hall, ensuring nothing is waiting to ambush them. "North, or south?" she asks her companions.
| Illthir Winlowe |
"Ah, uh; hang on there's supposed to be a door here..." Illthir scratches her head, looks at the map and then the seemingly flat wall.
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
If she can find anything, with Serena's help, she'll suggest that they'll try that door first. If not; let's head north. But mind the pit trap!