Thomas Linseed
|
Thomas grows furious at his incompetence and yells at Midnight Lord to get his act together, then he channels his anger into one final attack against the skeleton.
Bite: 1d20 + 3 ⇒ (15) + 3 = 18
Trip: 1d20 + 3 ⇒ (18) + 3 = 21
Spiked Chain: 1d20 + 4 ⇒ (14) + 4 = 18 Not including Trip
Bite: 1d6 + 1 ⇒ (1) + 1 = 2
Spiked Chain(Slashing): 1d6 + 3 ⇒ (2) + 3 = 5
| DM Rah |
Picklebrew smashes the last skeleton to pieces, then Culsar and Thomas make smaller pieces of those. Midnight Lord snatches a femur and drags it a short distance away to gnaw on.
COMBAT OVER
Inside the entrance chamber are the hacked up remains of two halflings. Next to the bodies are a pair of backpacks.
A wailing is heard coming from somewhere deeper in the crypt.
The bodies are Gerol and Vark, both of whom are from Kassen and are friends of the mayor.
Kryspi Kremm
|
Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Kryspi forces herself to say in a cheerful voice, "The... uhm... wailing is coming from that way." Her finger points to the east. "I'm sure... I'm sure it's just another illusion."
Culsar Rankil
|
I doubt it. I think we should head that way, maybe someone is in trouble! Culsar will then look in the backpacks for anything useful.
Culsar Rankil
|
Can anyone use these arrows? I need bolts...
Picklebrew
|
funny on map
"I think we sh-", Pickle looks back and double takes that he's all alone and the rest of the halfling are still standing at the frontdoor and out in the grey. "A maze for Maze?", he turns back to the area and dryly jokes though doesn't expect it, instead he uncocks the crossbow and readies a spear.
left hand holding torch
Thomas Linseed
|
If no one volunteers, Thomas and Midnight Lord will stride forward without a word to the group, scouting for enemies and the source of the wailing.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Culsar Rankil
|
What is it, Thomas? A trap? Can we go around?
Thomas Linseed
|
Who is Maze?
Thomas informs the party that there is an odd seam in the concrete, but he has no idea what it is. I have no idea. We should try to be careful around it.
Thomas will let others inspect it and if they can't determine anything, then he will try to skirt around it.
| DM Rah |
Small correction, the trap should be 5' west of where it is on the map. I am unable to edit its position at the moment.
Glancing around the area it looks like the suspicious section is only 5x5. It could be jumped by someone with average athletic ability, but doesn't seem to have an edge wide enough to step on to cross.
Another thing is noticed nearby as well - a switch in the wall inside the alcove to the right.
Skip Flaxseed
|
"Does anyone have a plank of wood?" Skip asks. "What if we just put a piece of wood across the plate in the floor, then we could just walk across it normally."
Culsar Rankil
|
Culsar takes 10 on Acrobatics and leaps across the 5' square section that was pointed out by Thomas. A plank? We are halflings, if you hadn't noticed! That would be like expecting us to carry around a ten-foot pole! Just jump across!
Thomas Linseed
|
Thomas and Midnight Lord follow suit. Hmm... I wonder what the trap does...
Take 10s for 12s.
| DM Rah |
The trap seems to be a section of floor that drops away if too much weight is put upon it. What it drops down to is unknown unless opened.
The Maze is getting very crowded on the far side of the trap, and until some of the others move Thomas and the others won't have space to join them. However, from area east of the trap a door is spotted just to the south. The wailing seems to be coming from beyond it.
Map generally updated. Everyone please position your tokens or leave instructions for positions on the map.
Thomas Linseed
|
Thomas and Midnight Lord push their way to the front. Let me take the lead. Can't be having heir Flaxseed getting injured, now. Thomas opens the door and boldly strides into the room.
Thomas Linseed
|
Gonna have to pick the lock, but it looks difficult. Could try to break through like the last one... Thomas ponders what to do next.
Culsar Rankil
|
Maybe that switch we saw earlier opens it? Culsar will go and try to pull the switch and see what happens.
Skip Flaxseed
|
"Owwww!" Skip says, rubbing the bump forming on the top his head. "Hmm. Pillows!" he calls back up to his companions as he starts jumping up and down, realizing he can't quite reach the top of the pit. "A little help here?"
Skip Flaxseed
|
"The villagers must have done it," Skip suggests. "This was supposed to be a test, after all, so they probably just didn't want us to really get hurt. I'm guessing the skeletons weren't in their plans though... something's probably gone wrong."
Culsar Rankil
|
I'll say. Very wrong. Culsar then points to the switch. Umm, this thing didn't seem to work. Sounded like it worked, but the door didn't open. Ideas?
Full disclosure : I've played this before. Has everyone else?
Thomas Linseed
|
I haven't.
Thomas thinks on this for a minute. He moves back to the brooms and uses one to test the floor as he moves north, the only possible direction to move.
| DM Rah |
3d20 ⇒ (17, 2, 9) = 28
With brooms in hand, you soon discover six more pit traps in the maze, as well as two other switches, one in an alcove to the north and a second in an alcove to the east.
You also discover a sack at the bottom of the central pit. Once fished out and opened the sack is found to contain 6 platinum coins and a note that reads:
“Three to open, but be quick, for the door will only open for those who work together.”
Thomas Linseed
|
Thomas will volunteer to hit a switch and hit it at the appropriate time.
| DM Rah |
Cade, Thomas, and Picklebrew pull the switches simultaneously and the lock on the door clicks. Skip pushes the door open into a short hall that goes about five feet before coming to a T intersection. The sound of wailing is coming from the left.
"Ohhhhh! Game over, man. Game over! Oh gods, I don't wanna die!"