| Valgrim Twin-Axe |
Knowledge(dungeoneering)1d20 + 4 ⇒ (5) + 4 = 9
"Looks like normal mold to me, but you could be right. Which way we going?"
| Vug Vang |
Vug staggers back, shivering wildly.
"Cold goo! Who would have thought of such a thing? Do you think we can harvest some? The possibilities are endless!"
She pulls out an elixir and drinks it. The shivering stops and she looks considerably better afterwards.
1d8 + 1 ⇒ (8) + 1 = 9
| Chisora |
"If it's cold, just drop some fire on it and burn it away and lets be done with it. I want to get through this place as quickly as possible and stopping to sight see ,ould isn't my idea of fun," says Chisora gruffly from the rear.
"Not that floating eyeballs and windy faces are really my idea of fun either," she adds to herself.
| Black Tom |
The sludge and mold only covers the right side of the room, so you can ignore it if you want to explore to the left. Also seeing it in action jogs Bubba's memory granting a +2 circumstance bonus to the Knowledge check.
The strangler and the mold are worth another 200 xp to you.
| Black Tom |
The gray pillar contains an alcove on the right hand, one that were not visible from the entrance. It contains a basin at about 4 feet of height, which is overflowing with the orange sludge, but you give it a wide berth and explore the left side of the room.
Beyond the portal you see a wide chamber (30 feet, and 20 feet deep) that must once have been the living quarters of an important figure. A large stone slab that suggests the shape of a bed rests against the east wall, under a huge bas-relief of a robust, long-nosed bald humanoid figure with outstretched hands. The figure wears a lovingly sculpted wind-tossed robe that gives him the appearance of a triumphant god. A glyph that looks like a stylized arrow marks an amulet worn around the figure’s neck. Wardrobes and dressers seemingly carved from the stone walls look to have been ransacked a long time ago.
On the back side of the gray pillar there is a dry fountain with a spigot set at about 8 feet in height, looking somewhat like a shower. There is also a door in the wall opposite.
| Friar Feres |
Feres moves cautiously into the living quarters chamber and studies the bas-relief of the large humanoid figure, paying particular attention to the glyph on the amulet around the figure's neck. "I wonder what this symbol means..." he wonders aloud.
Knowledge (arcana) roll if appropriate: 1d20 + 4 ⇒ (1) + 4 = 5
| Black Tom |
It's similar to the glyphs that you already found, but seems to represent a different name.
Atop the stone slab a constant breeze seems to form the shape of a bed, a sort of cushion of air.
There are no visible exits and nothing that looks valuable. The entrance to the room opposite is covered in moldy sludge, and that's the only unexplored room that you can see. Do you want to stay and search for secret doors or will you ride the elevator back up?
| Valgrim Twin-Axe |
Valgrim walks around the room to see if his stonecunning lets him find anything.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
| Black Tom |
As a matter of fact Valgrim notices a crack in the east side of the grey pillar. Further examination reveals a hidden catch which when released makes a large section of the east side of the pillar slide upwards into the ceiling.
Under it lies a crushed skeleton wearing shiny silver chainmail that appears to have survived the accident. It is also carrying a leather sack that looks badly mangled. Inside it there are three crushed statuettes of buildings but also three that are still in excellent condition — a grand palace, a slim spire with eight connected smaller towers of different heights, and what looks like a grand stadium.
On the wall of the newly revealed alcove there are a set of pegs, where a few items of equipment hang, namely two wands in leather cases and a pair of glasses. The rest of the pegs are empty.
| Chisora |
Standing out in the main room, Chisora notices Valgrim's dealings with the pillar and she wanders over intrigued by his discovery. Looking down at the crushed body though makes her wary and so before anyone touches anything in the opening, she has a quick look around for any trap which might be lurking around.
Perception Check: 1d20 + 6 ⇒ (4) + 6 = 10
Well that's disappointing :/
| Valgrim Twin-Axe |
Valgrim admires the craftsmanship of the statuettes. "Ok, unless we have some cold magic, we leave and go back upstairs and turn the coffin again, correct?"
| Valgrim Twin-Axe |
With no mage or sorceror with ray of frost, we have no cold magic.
Valgrim heads back upstairs via the elevator, waits for the party, and then turns the coffin to the next slot to see what happens.
| Black Tom |
After only two rounds something seems to give and the stone circle and the contraption below it clatter noisily to the floor far below.
Perception 10:
skittering of thousands of insects making their way up the shaft toward you.
| Friar Feres |
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
"Uh, guys? It sounds like A LOT of insects are coming up that shaft!" Feres warns his companions, hefting his scimitar and shield.
If Feres has time, he will cast Guidance on his companions in the following order: Bubba, Valgrim, Vug, Urg, and then himself (he knows that Chisora also knows Guidance).
| Chisora |
Perception Check: 1d20 + 6 ⇒ (18) + 6 = 24
Chisora's head whips around towards the corridor. She the looks over at Friar Feres and agrees. "Yes. A lot of insects."
She sees Feres start to cast and nods to herself at his wisdom, mumbling the necessary word to give herself some guidance in the coming encounter before pulling out her Hanbo and casting a glowing light upon it.
Cast guidance on herself and then light on her Hanbo.
Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Chisora will be in M12
| Black Tom |
This may actually be a good time for you to state your positions, as well as rolling for initiative. You have a round or two to prepare yourselves.
Here is a very crude map of the relevant part of the room, with the blue representing the shaft (although it is only 5 feet wide) and the grey the sarcophagus.
| Valgrim Twin-Axe |
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Which way is the lantern with the wind trap on top?
"People, don't know what me axe is going to do against a lot of insects. It may be best to find some high ground!"
Valgrim heads to that lantern.
| Urg Legbreaker |
Whoa. I just got here to find that something strange is developing. We found chainmail, wands and glasses that are magical, and statuettes which aren't magical, but are probably valuable... yet no one showed any interest. Why did no one take them?
Perception = 1d20 + 4 ⇒ (7) + 4 = 11
Initiative = 1d20 + 2 ⇒ (2) + 2 = 4
Urg clutches his axe, knowing that it will do no good. Nevertheless, he stands his ground, next to Vug. "If nothing else, maybe I can draw the insects to me, keeping them away from the rest of you. Insects are quite fond of biting me, you know."
| Vug Vang |
Whoa. I just got here to find that something strange is developing. We found chainmail, wands and glasses that are magical, and statuettes which aren't magical, but are probably valuable... yet no one showed any interest. Why did no one take them?
I just assumed that we took the loot.
| Valgrim Twin-Axe |
So did I...Valgrim examined them and since he never said he put them back....
| Black Tom |
Yes, I assumed that you took the loot, too.
After two rounds (enough for Feres to cast Guidance twice) a living geyser of metallic black beetles erupts out of the shaft. After them comes a weird abomination, which looks somewhat like a medium-sized spider, except that its body looks more like one huge disgusting eyeball.
The beetles make a beeline for Urg, but not before Vug gets to throw her bomb at them. Chisora can act too, and then it is the beetles (and the monster).
| Valgrim Twin-Axe |
Valgrim looks down the hallway. If he sees the eyeball monster, he will come back and help. If not, he will start climbing.
| Black Tom |
The swarm makes a beeline for Urg and Vug, spreading a thin coat of bright yellow acid in their wake, but not before Vug throws her bomb at it. Unfortunately it goes wide. The splash leaves some dead beetles on the floor though. Urg and Vug take 1 point of damage each and the acid stings for 2 points (Fort 11 halves). Vug and Urg need to make Fort 11 saves to be able to act in this round.
Chisora delays as the other monster skitters up to Chisora, avoiding the swarm. It slashes at her with a razor-sharp leg but she manages to avoid it.
You are up. The map is updated above.