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Taken aback by the apparition, Saint Gudule is pretty happy that Jawhar dealt good and quickly with the undeads.
"Well, thank you, Jawhar!"
That said, he follows the paladin and tries to identify the item as well.
Spellcraft: 1d20 + 5 ⇒ (15) + 5 = 20

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"This level of the spire has been very odd.
A laboratory, a throne room, a crypt, and a giant elaborate trap. Not to mention that shaft that we still haven't investigated.
It makes you wonder what else might be hidden around. Does anyone have a Detect Secret Doors spell?"
Jawhar walks around the room, blessing each casket and bidding the souls of the departed a peaceful rest.

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You return to the hallway and open the door to the east. Wisps of decayed and sagging spider webs droop from the walls of this room, which appears to be empty except for the long-dead, dismembered corpse of a giant spider and a stout, freestanding wooden closet in the southwestern corner. The ceiling is covered with dusty spider webs bulging down from a grid of wooden beams and plaster fifteen feet above the floor. Faint moans and plaintive sobbing come from the closet

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"Oh sweet Dawnflower! Someone us trapped in the closet!"
Jawhar rushes over to the closet, quickly checking it for traps, then throws open the door.
Perception: 1d20 + 3 ⇒ (4) + 3 = 7

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This might be another trap he says as he concentrates to see if he can find evil auras.

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Talondreal easily sees a faint aura of evil coming from inside the closet. The aura is similar to a weak undead, like a skeleton or a zombie.

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Jawhar is too concerned to pay attention to what Talondreal is saying and has already thrown the door open.

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The moment the closet is touched, the voice ceases and the closet collapses, the heavy panels falling outward (the closet is held together only by loose wooden pegs). Then out rushes a zombie.
Saint Gudule: 1d20 + 0 ⇒ (6) + 0 = 6
Barm: 1d20 + 2 ⇒ (20) + 2 = 22
Trutzburg: 1d20 + 2 ⇒ (18) + 2 = 20
Jawhar: 1d20 + 0 ⇒ (18) + 0 = 18
Regnum: 1d20 + 5 ⇒ (19) + 5 = 24
Talondreal: 1d20 + 2 ⇒ (18) + 2 = 20
enemies: 1d20 + 0 ⇒ (4) + 0 = 4
Initiative Order, Bold May Go!
Map Slide
Regnum
Jahz
Barm
Jawhar
Tabar
Saint Gudule
Zombie
Please make sure to place yourselves in the room where you'd like to be.

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Jawhar's mouth hangs open in shock as the closet crumbles, failing to understand what is happening.
The zombie is nearly upon him before he is able to react, but he still manages to fumble his scimitar out and swipe at the zombie before taking a step back.
Scimitar: 1d20 + 5 ⇒ (2) + 5 = 7
Half caught in the scabbard, the scimitar knocks some pieces of wood out of the way, but does not get near the zombie.

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Saint Gudule enters the room and puts both hands on his hips.
"Coooome oooon. Hiding in the closet and bursting out is the oldest and lamest prank ever!!! Try something... spicier! Oh, but look! A moon spider!" he says, pointing at the ceiling, as a barbed chain raises from the ground under the zombie, trying to disable its legs.
Trip?: 1d20 + 1 + 4 ⇒ (12) + 1 + 4 = 17
Casting Barbed Chains, of course the will save is pointless ^^
EDIT: the hyperlink doesn't seem to work...

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Regnum, already ready to go, gets into a more advantageous position and fires his musket.
Mukset: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Damage: 1d12 + 1 ⇒ (3) + 1 = 4

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That zombie is definitely both tripped and dead.
Combat Over! before it even began!

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You find nothing else of interest here, and, having now explored all known rooms, you return to the room full of webs you burned. Now that the webs are gone, you can easily see and use a ladder leading down the shaft.
The ladder’s shaft ends in a wide staircase descending into darkness. On the floor at the top of the stairs, a dead moon spider lies on its back, its legs drawn up and frozen in a curled-in position. An unpleasant rotting reek emanates from a sunken hole in its belly.
This concludes floor 2! Chronicle sheets will be up later today. Please let me know if you would like to stick around for floor 3.

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Same here :)

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You return to town, sell your loot, rest to become more powerful, buy your new items, then return to the dungeon!
Level 3: Splinterden. Also known as the floor of many doors. We can start once everyone is ready.
Climbing down the ladder, then walking down the stairs leads you to a stone landing. Broad stone stairs open into a small, irregularly shaped chamber lit by oil lamps. To the east, a short flight of steps leads up to a sturdy door set in the middle of a wall and flanked by arrow slits. To the north, a wide gate of iron bars blocks an archway leading to a larger chamber filled with the eerie green glow of the Emerald Spire.
Looking past the bars you see that The Emerald Spire protrudes from the western wall of this room. Stairs lead up from the central portion of the room to an iron gate to the south and a reinforced wooden door to the north. Four arrow slits to the north look out over the room. Next to the east wall, narrow stone steps descend deeper into the dungeon.
You find a secret door. I'll post an update if someone finds this.

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"Jawhar your antitoxin. Thank you!" Barm gives antitoxin to Jawhar and then starts to look around.
1d20 + 4 ⇒ (10) + 4 = 14

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I am liking some of the 3rd level paladin abilities. The aura of courage and the mercy that he took to get rid of sickened condition is pretty neat

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perception 1d20 + 7 ⇒ (20) + 7 = 27
The half elf's sharp elven eyes notice something as they travel.
It looks like there is a secret door there he says pointing it out.

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Secret Door:
Weapon racks and wooden wardrobes line the walls of this room. The dummies in the center of the room wear suits of armor. Masks hang on the wall near the door; each consists of a brass nosepiece with cheek guards, from which a veil of red silk hangs.
Treasure: The racks and arming dummies contain 10 short swords, 12 daggers, four light crossbows, three composite short bows (+2 Str), two suits of leather armor, and three suits of padded armor. The wardrobes contain 15 blood-red ceremonial robes, which the Splinters wear for initiations and services. There are 12 masks.

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He will take a dagger and a composite bow and some robes and a mask
Do we know anything about the cult?

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"Maybe, but not a bad idea to blend in if need be." Regnum follows suit with everyone else and grabs a robe and mask.

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I moved you to the room that you found the secret door. There is a door here that leads out to the east. You could also go back to the main entryway you already saw to the northeast.

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Know religion 1d20 + 5 ⇒ (16) + 5 = 21 to see what he might know about these vestments, etc,

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Jawhar looks the robes up and down with distaste. "Do you really think this will be needed. Any group that needs to wear masks to their own ceremonies can't be a very reputable group."
He takes a robe and mask. "I'm all for completing the mission as bloodlessly as possible, but don't look to me for any bluffing"
Which people are good at Bluffing? I can give people a bonus on Charisma checks.

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Saint Gudule, now bearing the face of a handsome and pale elf, lets out a noise of wonder.
"Incredible! I should take one! No, wait... I'll take seven of these!" he says, albeit taking only one robe and one mask.
Hearing Jawhar, which he now considers more like a mentor, he laughs.
"Of course, master, we don't need them, of course! Well said. But count on me for talking our way out of trouble." saying that, he puts the robe over his armor.
Handing a robe and a mask to the cleric, he says on a peremptory tone:
"Wear these, then."
Gudule is now versatile and can use "perform (comedy)" to intimidate or bluff. Just the right timing to take this revelation!

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Looking at his hands, Saint Gudule seems astonished.
"I feel... glorious! Thank you, master Jawhar!"

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Talondreal figures that these robes could have something to do with Norgorber, but it isn't extremely obvious (no holy symbols or anything).
East door or back to the main entryway?

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Is anyone choosing to specifically not wear the robes?
To your left (north) you see a long, narrow guardroom that has a heavy wooden door in the western wall, along with a row of arrow slits that look out over the landing of the stairs to the levels above. An iron lever is set in the northwest corner, and a pull rope hangs on the northeast corner. Two robed and masked men stand guard at the arrow slits with light crossbows.
To your right (south) you see a statue of a women with a water urn in the hallway.

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Barm dressed in blood-red ceremonial clothes and with mask on his face approaches one of the guards, pulls out his sword and slams the guard.
mwk adamantine Greatsword: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 2d6 + 9 ⇒ (5, 5) + 9 = 19
"I do not negotiate with anyone!" says Barm to his companions.