| Lord Belros Sunwalker |
"Certainly, Grace."
Belros takes the potions and focuses upon them.
Detect Arcana, Faith: 1d6 ⇒ 61d6 ⇒ 4
Wild die: 1d6 ⇒ 2
Detect Arcana 8. PP 6/10
| GM BrOp |
The potions indeed seem to be magical. Belros thinks that they are designed to immediately cure any natural disease.
| GM BrOp |
Okay, you've searched all the above-ground floors. Ready to head to the secret basement? Anything you want to do first?
| Allysen |
"As long as you're ready to de-spookify it," Allysen jokes, apparently feeling better after her emotional outburst and taking out some frustration on the stirges.
| GM BrOp |
With your new companion in tow, you make your way back to the entrance hall and from there to the side room that contains the secret entrance to the basement.
After checking your gear, you descend the wet, spiraling staircase into the darkness. It continues until you think you are about 15 feet underground, emerging in a large room which is so unlike anything else you have seen in the House that for a moment you pause, somewhat taken aback. The illumination here is good since several lighted torches are held in shoulder-high brackets around the walls. This was obviously a cellar, but equally obviously it is now used for an entirely different purpose; your first impression is that it is the living quarters for about ten people.
Ten single beds (crude affairs - little more than thin mattresses on boards) stand with heads to the south wall, each with a small wooden locker at its foot. In the centre of the flagged floor is a long wooden trestle table on which there is a variety of cheap metal cutlery and earthenware crockery together with a large jug about half full of a light brown liquid. There are a dozen wooden stools round the table. Against the north wall are two casks, one larger than the other and both broached. The larger one is nearly full of a clear liquid, the smaller one about half full of a light brown liquid. A metal dipper hangs on the outside of the rim of the larger cask.
Next to the casks is a large wooden bin. Above it, hanging on hooks on the wall, are a large ham, a long string of sausages and a small side of meat. Next to the bin is what appears to be a crude, metal wood-fired stove standing in a fireplace. Above the stove, on a shelf, are some iron and earthenware cooking utensils, while next to it is a small pile of logs.
Near the foot of the stairs are two small, unbroached casks; next to them is a bolt of cloth.
The room has two obvious exits, both in the southeastern corner.
| Wolfram Argyle |
"The fools have arrived," Wolfram announces. "Ready for our dinners, umm err, deaths." The Reverend seems almost mirthful in the face of such overblown dramatics. "Come out, come out, wherever you are..."
He twists off a sausage and bites off a chunk. "We haven't eaten in two days," he reminds the party while patting his ample belly.
| GM BrOp |
Argyle's call echoes on the empty stone floor, but none heed its call. The room seems to currently be unoccupied, and if anyone is hidden, they are not convinced by the priest's entreaty.
| Allysen |
"Well, if anyone is here, they know it now," Allysen says as she draws her sword and moves to check the doors to the southeast.
Notice: 1d4 ⇒ 11d6 ⇒ 1 And the abysmal luck continues.
| Lord Belros Sunwalker |
"Let us proceed."
Lord Belros advances, slowly and carefully, trying to check under the beds and in nooks and crannies.
Notice: 1d4 ⇒ 21d6 ⇒ 1
| GM BrOp |
| GM BrOp |
One of the doors to the southeast has a strong wooden bar across it. The words "Danger" have been written across it in chalk.
| Wolfram Argyle |
Wolfram scarfs down one sausage and then another, tearing off a third for later, as in five minutes from now.
"Please, stop feeding us to death!" he follows to the now silent ominous voice.
Totally blanked on the notice rolls...
Notice: 1d4 ⇒ 41d6 ⇒ 3 Ace: 1d4 ⇒ 2 = 6
He takes one of the chairs from around the table and wedges it against the door handle to the room with the sinister Danger sign.
| Lord Belros Sunwalker |
Belros turns to face the others.
"Only rubbish and debris underneath the beds it would seem."
He looks up at the ceiling and walls, in case a spider or other vermin is readying itself to pounce.
Notice: 1d4 ⇒ 41d6 ⇒ 3
Ace: 1d4 ⇒ 1
Notice 5
| Moves With Grace |
Altho this is a little late (things move FAST in this game!) :
As Wolfram begins to bellow (to her ears, anyway), Grace tries to stop him first by putting her finger to her lips, and then as he continues to talk, she grabs him by the arm (not gently) and whispers intently in his ear "Don't give away our presence, you fool!" just as he finishes talking.
She draws her sword, and looks around the room, paying special attention to the doors :
Notice & Wild: 1d6 ⇒ 31d6 ⇒ 2
| GM BrOp |
There definitely do not seem to be any spiders or other vermin lurking in the corners, under the beds, or near the ceiling.
| Wolfram Argyle |
Wolfram chuckles as MWG tries to restrain him. He almost bites her finger, mistaking it for a bit of sausage.
"My apologies. I am being indelicate, but surely, our presence is no surprise, unless you think disembodied voices threatening our doom announce themsleves for no reason. And anyway, I've wedged the door; go ahead and search this room to your heart's content."
Then, thinking better of it, he finishes the third sausage.
| GM BrOp |
There is a second door, FYI, right next to the first one. It is not barred and marked like the other.
| Wolfram Argyle |
Wolfram wedges the other door, same as the first. Once his hunger is sated, he stuffs the remaining sausages links and the large ham into his sack and begins systematically rummaging through the foot lockers.
Notice: 1d4 ⇒ 41d6 ⇒ 1 Ace: 1d4 ⇒ 4 Ace: 1d4 ⇒ 2 = 10
| Lord Belros Sunwalker |
Lord Belros turns to look at Allysen.
"While my hearing rarely fails me, yours is keener still and I would be foolish to ignore that. Where did you hear movement, Allysen?"
| GM BrOp |
The foot lockers contain clothes and numerous other personal effects for (most likely) human men. None of them are worth much of anything.
| Allysen |
"Here, but I'm not seeing anything," She says, her tone mingling both disappointment and anxiousness.
Ready to move on if y'all are. I'll go ahead and roll the dice for booth doors so we can keep moving.[ooc]
Notice Door closest to 3 o'clock: 1d4 ⇒ 31d6 ⇒ 6 [ooc]Total: 11
Notice the other door: 1d4 ⇒ 21d6 ⇒ 1
Notice ACE!: 1d6 ⇒ 5
| GM BrOp |
Allysen listens and checks both doors, but neither seem trapped and she can't hear anything through either of them.
One thing I forgot to emphasize in the current room description, is that obviously this room is unlike all the others in the house in one major respect. It looks recently lived in and generally is free of dust, debris, etc. I haven't seen you make explicit mention of this, so I thought I'd say something.
| GM BrOp |
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"I suggest that we try the left door, assuming nothing else distinguishes them apart."
Well, one of the doors was barred on this side and had "Danger" written on it. That's pretty easy to distinguish.
| Wolfram Argyle |
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Wolfram demonstrates how to use a door. Swinging the bar and stepping to the side as the ominously labeled "DANGER" door swings open.
I apologize a little bit for the snark. Unlocked doors which take a party effort to open are my number one PBP pet peeve. In the future, can we house-rule that a door is opened after the first Notice roll is performed on it, unless explicitly not opened?
| Allysen |
"Sure, why not? It's not like we've been trying to avoid danger, now is it?"
Allysen begins looking for danger past the danger door.
Notice: 1d4 ⇒ 41d6 ⇒ 3 Total: 7
Ace: 1d4 ⇒ 3
| Lord Belros Sunwalker |
Well! My oversight. I am also in favour of Wolfram's suggestion.
Belros likewise advances, trying to make out potential threats.
Notice: 1d4 ⇒ 41d6 ⇒ 1
Ace: 1d4 ⇒ 1
Notice 5
| Katherine Sunnymeadow |
Katherine remains behind the front-liners, bringing to mind the words to a spell.
Isagoras the Light
|
Isagoras saw no need to add to the random ramblings of greetings that went on to the halfling that said she was old. What of it? Lots of people were old. Even more have been the last scion of their house....
At the Room of Dinner he allows the others to be about their usual business. Nothing he really needs to add to.
As Wolfram sees to the proper policing up of the sausages and ham (shame to let them go to waste) Isagoras finishes the tidying of the room and stores the small side of meat in his own pack. (Probably venison?)
As the good father opens up the DANGER room, Isagoras demonstrates some basic security and drops two chairs haphazardly in front of it. "Since we are forewarned about the menace of this room, let us create some small barricade to barrier against being rushed. Only if the threat proves cautious enough to wait upon our pleasure then we might move these aside."
Some unlocked doors are more dangerous than others....
| Lord Belros Sunwalker |
"That is a reasonable point, Isagoras. There are beds here. Let us use those."
Belros begins to move the nearest bed towards the door.
| GM BrOp |
The door labeled with "Danger" turns out to be more difficult to open than at first expected, most likely because it hasn't been opened in a very long time.
Once Allysen and Moves with Grace double-check it and manage to force it open, they find a room in contrast with the one everyone is currently standing it. While the former is well-lit by torches and reasonably well-swept, the new room is dark, damp, and covered in musty dust.
What immediately draws your attention, however, are the six four-armed skeletons that spring to life at your entrance and charge to the attack!
Initiative
Allysen: Joker! +1 Benny
Belros Sunwalker: 3 of Hearts
Isagoras: Queen of Clubs
MWG: Jack of Hearts
Wolfram: King of Hearts
Katherine: 4 of Diamonds
Skeletons: 10 of Clubs
Map has been posted. Everyone (except for Katherine) is up!
| Lord Belros Sunwalker |
Lord Belros focuses intensely when he sees undead, the sworn foe of Pelor!
"Sunlord, grant my companions and I your gift of radiance, so that we may smite down these unliving things!"
Expending *all* Belros' remaining power points. 2 for Smite, 4 to also grant the smite bonus to Allysen, Katherine, MWG, and Wolfram. One more and I'd add Isagoras but he's the least likely to need a weapon to hurt these things.
Smite, Faith: 1d6 ⇒ 31d6 ⇒ 4
With this prayer, golden light envelops a weapon on each companions, except Isagoras and Grace. Grace finds her fists glowing instead.
+2 to damage for main weapon of Allysen, Belros, Katherine, MWG, and Wolfram for the next 5 rounds, so long as they remain within 6' of Belros.
| Wolfram Argyle |
Wolfram smiles when he sees the undead, as any man of faith would. Then, as Lord Belros imparts preternatural offense, Wolfram supplements with defense of the same quality.
Cast Deflection, +4 Addl Recipients (7 PP)
Spirit: 1d10 ⇒ 41d6 ⇒ 2
At once, Wolfram, Allysen, Belros, Katherine, and MWG, appear to flicker.
Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise). The effect lasts 5 rounds.
"I trust you'll not get too close, Isagoras," says the Reverend.
| Allysen |
"Well this is new," Allysen remarks dryly before readying her blades and stepping into the room and going into a sweeping battle dance that takes her right up to the skeletons.
Fight Short Sword (Smite, Joker, MAP): 1d6 + 2 - 2 ⇒ (4) + 2 - 2 = 41d6 + 2 - 2 ⇒ (4) + 2 - 2 = 4 Total: 4
Damage(Unlikely): 1d6 + 1d6 + 2 ⇒ (5) + (3) + 2 = 10
Fight Dagger (Joker, MAP): 1d6 + 2 - 2 ⇒ (2) + 2 - 2 = 21d6 + 2 - 2 ⇒ (1) + 2 - 2 = 1 Nope.
Unfortunately, Allysen's strikes are a little clumsy as she sets herself up for a walloping.
| Moves With Grace |
Um, BrOp, once you've selected cards for the PC's ordered by their name (or whatever), could you please re-arrange them in card order (highest to lowest)? I had to look twice to realize that MWG was much higher up in acting order than the position of her name in the list made me think at first. Thanks!
Grace moves towards a skeleton, and attempts to punch it in its breastbone :
Fighting & Wild (+1 with hands): 1d8 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (3) + 1 = 4
Spending another Benny.
Fighting & Wild (+1 with hands): 1d8 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (5) + 1 = 6
Doing
Damage+Smite: 1d8 + 1d4 + 2 ⇒ (4) + (1) + 2 = 7
-2 to be hit.
| GM BrOp |
Um, BrOp, once you've selected cards for the PC's ordered by their name (or whatever), could you please re-arrange them in card order (highest to lowest)? I had to look twice to realize that MWG was much higher up in acting order than the position of her name in the list made me think at first. Thanks!
Sure, although remember that we go in initiative groups, which means that within your group (i.e. before monster, monster, after monster) you go in posting order (the order in which you post) rather than initiative order.
| GM BrOp |
Round 1
While Lord Belros and Brother Argyle use their magics to protect and boost their companions, Allysen rushes into the room to confront the skeletons.
Allysen nicks the first with her short sword (Skeleton is Shaken) while Moves with Grace batters at a second (also Shaken).
Isagoras is up, then the skeletons. Also, I've moved MWG on the map so that she is in melee range.
Isagoras the Light
|
"Eh? Is it the prepping of the battlefield is it? Well, then stand to and see what the Order of the White Angel brings to the, ah, party, bwa ha!"
Still chortling at how very funny he is he targets MWG, Allysen, Argyle and Belros with a glowing red glow.
Sorcery!: 1d10 ⇒ 9
Sorcery!: 1d6 ⇒ 3
Boost Trait. Raise. Those four now get +_2_ steps to their fighting dice for 5 rounds. PP = 9/14
MWG and Allysen, could you two please move back to the wall so the others can have an opening to attack?
| Allysen |
We can move back one, but that's as far as Allysen can go. MWG could probably make it to the wall. Pace 6 is 18 feet per round, if I am remembering right, and I think those squares are 5 foot increments.