Xavier Montgomery |
Xavier will go to the door and look back at the others.
Get your attacks ready. I'll open the door and if there is something in there that needs taken care of do it.
Xavier will wait until the others are in place and ready then he will open the door.
GM Birch |
Xavier flicks the switch. A mechanical whirring can be heard from within the door and the sound of a bolt opening. The whirring continues as Xavier attempts to open the door. It still seems locked.
After a few seconds the whirring stops and the sound of a bolt closing can be heard from inside the door.
Xavier Montgomery |
Xavier looks oddly at the door.
Well it.seems there is more of a puzzle to opening this door than meets the eye. Look around to see if there are any other switches
Xavier will go back to the door into the room and examine the brooms and backpacks for clues.
There's got to be a reason for the brooms and packs
perception on brooms and packs1d20 + 4 ⇒ (19) + 4 = 23
Xavier Montgomery |
I guess it is time to hit all three switches at the same time
Xavier will go and stand next to a switch and waits for others to cover the other switches.
On the count of three. one... two... three!
Grumadon "Grum" |
Grum follows suit, one eye on the door and his other hand holding his bow and a single arrow in order to be able to rapidly turn and fire. "I have a bad feeling about this... Perhaps we just knock it down"
GM Birch |
The whole process works like clockwork - much like the door mechanism. As all three switches are thrown, the door unbolts and opens without even being pulled.
Behind the door is...nothing except a corridor. It branches left and right. To the left, the mournful wailing grows louder with each step toward a door at the end of the dark hallway. There are a host of bones strewn on the floor here, many of which are cracked and broken.
Grumadon "Grum" |
Grum lets out a silent sigh, "Agreed Doc, lets continue. Everyone, lets smash any 'dead' skeletons we find, agreed?" Grum moves out first, wincing against the wailing sound, checking behind him every few feet to remind himself that he's not the only one moving towards the horrible sound in the dark crypt. Getting to the end of the hallway, Grum presses himself against the wall and peeks out quickly, trying to get an idea what they're headed into. Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Xavier Montgomery |
Xavier looks at everyone.
If you all won't mind I would like to pray and ask for my gods guidance on us all
Xabier begins to pray and glow and one by one puts a hand on everyone shoulder.
cast guidance on everyone woot
Xavier agree about smashing as we go and is prepared to channel at the first sign ofbones rising
GM Birch |
As you approach the door, the wailing stops and then, without warning, a crossbow bolt is fired out from a crack in the door, passing you all harmlessly.
A wavery voice calls out. "Begone you tricks of the dead one, or you'll suffer the same fate as your bony friends." The speech descends into a strained cackle before falling silent.
Xavier Montgomery |
Xavier will watch as the bolt goes by.
we are no trick of the undead. We are her to obtain the evrflame and take it back.
I am Xavier Cleric of Iomedae. Do you need healing or any other help?
Xavier casts light on his holy symbol and holds it up.
Grumadon "Grum" |
Grum, not wanting to appear threatening... but equally uncertain how to pull off the friendly-look, just stand near Xavier but a little to the side and behind. Hopefully whatever crazy loon is back there doesn't shoot at them again! "Aye, it's so. We're here to help you."
Diplo (assist I hope): 1d20 ⇒ 14
Grumadon "Grum" |
Grum, feeling a little more sure this isn't a dangerous monsters, puts up his bow and spreads his hands, "And who is Dimira good fellow? Do come out so we can all speak freely, and so we can better assist you!"
Diplo (assist): 1d20 ⇒ 11 Just rolling to be rolling something.
Xavier Montgomery |
Feeling empathetic at a love one lost Xavier speaks.
I have lost my love to skeletons some time ago and by Iomedae I will do whatever I can for you to help. please xome out and let us help you.
diplomacy: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
GM Birch |
After a long pause, you hear the sound of the sobs abating and the door being unlocked from the other side.
Standing in front of you is someone you recognise. His name is Roldare and he is a cobbler in town. Some of you remember that he has a sister, Dimira.
He looks at you, pleadingly, and his eyes regularly dart to the void behind you, as if expecting someone (or something) to appear at any time.
Grumadon "Grum" |
Grum steps forward slowly, hand out in a placating manner, "Roldare! Come man, are you alright? What happened here?" He tries to look the man over, to see if he's been hurt. Roldare's constant looking over Grums shoulder starts to make him feel nervous, and he glances back warily as well. Heal: 1d20 ⇒ 2 Ahh, nuts
Grumadon "Grum" |
Assuming we didn't recognize her as one of the recently killed we've passed already.
Grum looks over at his brother, exchanging a worried and knowing look. He grips the bow a little tighter, "Which way did they go Roldare?"
GM Birch |
After a few false starts, you begin to get some sense from Roldare.
From his story, you piece together the following:
- He arrived with the others three days ago.
- There were six villagers total, but he believes only he and his sister are left alive.
- The role of the villagers was to set up simple traps that wouldn't hurt the adventurers but give them a fright - all part of the pageant of the ceremony.
- After setting up the traps on the first level of the dungeon, they were attacked by the “walking bones” in the middle of the night.
- There is a leader of the undead, “one with the voice of death, who stalks these halls in ancient mail.”
- He can offer no advice on how to overcome the perils of the crypt, as he simply does not remember most of them.
- He knows that you will need “the shields and the keys” and he also mentions that you will need to go for a swim, but he cannot remember where.
- Dimira is still alive. He witnessed her being dragged off by the skeletons during the fight and he is convinced she is not dead.
That is all the information you can get from him.
Grumadon "Grum" |
Grum listens to it all with an urgent intensity, the thought of what happened to the villagers making his half-orc blood boil, and he forces himself to take three calming breathes before he says, "Thank you Roldare, did they kill the horses outside as well? Regardless we must be off to find Dimira and put an end this Dead-Voice creature. You can come with us or wait here or wait outside, I honestly do not know which is safest. But coming with us is surely the most dangerous. I'd rather you head back to town to tell the others what has happened here, but the roads are hardly safe... I leave it up to you."
With that, and when the others are ready, he sets off in the indicated direction weapon readied and eyes searching every corner for a new foe.
Survival (if needed): 1d20 + 8 ⇒ (2) + 8 = 10
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Xavier Montgomery |
Xaviers face goes slightlty pale as the blood rushes from it at the tale being told. The story sounds way to familiar and strikes deep at Xaviers heart.
This can not be happening again. I will not allow it to happen again
As Xaviers face contorts from pale disbelief to complete resolve he begins to talk.
Sir if there is any more you can tell us to clarify please do it quickly. If you are able to assist in the rescue and have skills that will help it would be an honor to fight by your side, but if you are not able to due to the ordeal you have already suffered you should find your way outside.
Looking around at the room Xavier seems to be looking for something
perception: 1d20 + 4 ⇒ (10) + 4 = 14
We need to find any clues or anything that might help us defeat the undead and then quickly be on our way.
GM Birch |
Testing my powers of description as I'm travelling and therefore working from an iPhone and can't amend maps to make it easy on myself
Roldare looks Xavier in the eye. If it's all the same to you, I'd rather lock myself back in this cupboard and you can find me again when you've rescued my sister. I don't know nothing about the horses but if this helps anyone, you're more than welcome to have it. Some down on his luck adventurer type needed the cash and it looked so pretty.
He almost apologetically offers you a beautiful crossbow, clearly masterwork.
Choices...you can go back to the entrance - there was another door you didn't open. You can take one of two exits from this corridor, both of which you passed as you came to this storage cupboard. One had no visible door furniture (the one furthest from your current position) and the other looked a regular door. Roldare is no help in you making a decision.
Grumadon "Grum" |
Grum leads the way back to the first door they past, moving a bit faster through the now semi-familiar territory back to the entrance room. Once there he waits till everyone's gathered close, and pushes open the door.
Romund |
Reluctantly Romund follows the other half-orc to the door.
I dont wanna die on this dump! Dammed villagers. What did I got myself into?!
He examine it closely.
Percpt. search 4 traps: 1d20 + 8 ⇒ (16) + 8 = 24
Dis. Device to open it or disarm traps: 1d20 + 7 ⇒ (12) + 7 = 19