Johann Gray |
"Well, it looks to be a pendant of silver and sapphire. Our goal, do you think? The inscription before the room suggests we may need to think this through. Perhaps it is trapped." Johann's eyes scan the area for anything that might hint at it being so.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Do you allow taking 20 for perception checks whenever we have the time?
Doctor Yanev |
"I would suspect so, maybe the whole room is trapped. It may be a fake we haven't encountered the undead or the light sensitive creatures that the squire talked about. Check every step. Could one of you summon an earth elemental to look under the ground and in the ways for traps?"
Doctor Yanev |
We take a while searching the room carefully during which time Yanev will lose the glow which was his shield and shrink back to normal size.
Yanev will search the room in the opposite direction from Johann and meet him somewhere on the other side of the room, his search when taking 20 is 30.
Johann Gray |
"Ah, as we suspected. It may still be useful though and the pedestal it's on doesn't seem trapped."
Johann takes the fake pendant and examines it a few moments more. Even not being made of the true material, fakery is still quite a commendable art.
Appraise: 1d20 + 9 ⇒ (1) + 9 = 10
An appraise, just because!
"Shall we continue on? I'm not sure how much time we have left."
Doctor Yanev |
"We should have plenty of time, however you are right no point in doing nothing. Are there any doors we haven't tried? I don't fancy the stairs are the right way." The Doctor askes.
I don't remember there being any doors we haven't gone through. I that is correct, Yanev will try to map out the structure to see if there is anywhere obvious to look for secret doors.
Doctor Yanev |
Yanev indicates towards the sign "This might be where the light sensitive things area. We should enter in darkness. My eyes are use to dark so grip my should if you can't see. The dark crystal should block out the light from the door way as we enter." Yanev says. He waits for everyone to get ready then pulls out the crystal and opens the door. Once inside if there are no immediate problems he'll shut the door again and put the crystal away.
Yuugasa |
Sorry for the delay, was out of town Saturday and my wife sliced her foot open and was in the hospital yesterday. Back now.
This room is very dark. In the center of this stone chamber is a patch of bare earth surrounded by a two inch tall brick circle. From the soil grows a mansized purple mushroom with a strange bulbous cap.
There is a door on the far side of the room.
Doctor Yanev |
The doctor will lead the group in a wide circle around the mushrooms. When he reaches the far door he'll pull out the crystal again before opening the door and leading everyone through it. Once on the other side if there is nothing pressing he'll push the door shut and put he crystal away.
Yuugasa |
You successfully navigate the room and enter the far door.
This is inscribed upon the door: “Beware the fallen for they may rise once more to threaten you.”
This square stone chamber is lit by a small oil lantern that hangs from the center ceiling. It has eight battered wooden coffins that are encrusted with salt brine, barnacles and dried sea weed spread across the floor.
There is a heavy reinforced door on the far side of the room.
Johann Gray |
"I suppose these would be the undead. Eight coffins... perhaps there's a way to pass through without fighting."
Johann stays near the door, searching for a used path or some sort of protrusion in the stone that hides a hidden switch.
Perception: 20 + 7 = 27
Doctor Yanev |
Yanev will try to grap the key and get door open before the undead reaches them.
Happy to get in fight if you want to, just pushing game quickly mostly out of a character view of the how thing should be done.
Yuugasa |
Nah it's cool, do what you like.
Entering the door then securely closing it the companions find themselves in a cell with a dirty, wounded man who wears the scraps of a knightly order's torn garments and a pendant holy symbol of Mithra around his neck.
You recognize this man, he is Sir Balin, one of the abusive knights that brought you to and locked you in Branderscar to suffer and die.
He looks up at you as though you may be some saviors, seeming to not recognize you.
There is another locked door behind him.