Tiger's Heart
(Inactive)
Game Master
Torvald Torvaldson
Our adventure begins in the small town of Belric, just on the western edge of the Arthfell Forest in Andoran.
Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Heals for the party.
channel: 3d6 ⇒ (2, 5, 2) = 9
“Let’s take the hall to the left.”
percpetion: 1d20 + 11 ⇒ (18) + 11 = 29+1 for traps
Lead the way down the hall.
-14
-2 LOH
-3 channel
-4 ki
The left hall empties into a 30x30 room with wall carvings showing grand harvests that have been defaced and scarred. Three elaborate basins stand on decorated pedestals, each containing a different liquid. The first is clear, the second bubbles and steams (dull red liquid), the third is burning with flames licking up out of the bowl (amber liquid).
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Is this related to a religious belief or ritual?
Knowledge Religion: 1d20 + 4 ⇒ (7) + 4 = 11
It certainly looks like it and the entirety of the tomb thus far appears to have also acted as a temple. You see what looks like priests performing some type of ceremony in the wall carvings using basins and liquid.
Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
“For what it’s worth, it is somewhat reminiscent of the three pools in the other room, those each had different colored liquids in them, though those were clear, red and green.”
Any other exits from the room?
Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Check the pedestal/basins for traps.
Clear perception: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Red perception: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Amber perception: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
AC 28 HP 101 INIT +2 Perception +20
Weed examines the basins
In order of clear, red, amber
perception: 3d20 + 18 ⇒ (10, 8, 17) + 18 = 53
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Dar will inspect with the trapfinders:
Clear: 1d20 + 10 ⇒ (2) + 10 = 12
Red: 1d20 + 10 ⇒ (7) + 10 = 17
Amber: 1d20 + 10 ⇒ (4) + 10 = 14
Well at least I'm getting these out of the way now . . . knock on wood.
The party feels confident the basins are 'safe' from traps.
Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Can we tell what the purpose of the priestly ceremony in the carvings is and what they do to perform it?
Anything resembling key parts in the room?
“Turran can you see if these basins and liquids are magical?”
Based on the wall carvings, the basins seemed to have been used as part of a purifying ritual for priests. It seems like the priests depicted in the carvings were beneficent and whomever defaced the carvings was not in alignment with doers of good.
The basins and liquid radiate strong transmutation magics.
You don't see any key parts (or locks) in the room.
AC 28 HP 101 INIT +2 Perception +20
Inspect the room further
And then study the ritual carvings on the wall for a pattern
perception: 1d20 + 18 ⇒ (6) + 18 = 24
perception: 1d20 + 18 ⇒ (3) + 18 = 21
The wall art is the same style as found elsewhere in the tomb. It appears clear that one set of individuals initially built the tomb but someone else has come in after and defaced/desecrated/altered what was initially built. You can't tell if the various secret doors/rooms were built by the first occupants or those that came after.
Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
See if I can figure anything out with my knowledge
perception: 1d20 + 15 ⇒ (2) + 15 = 17
know dungeons: 1d20 + 10 ⇒ (16) + 10 = 26
Turran thinks this room was used for a purifying ritual for priest prior to moving on to another area. Where that area is located is unclear. The new occupants have clearly defaced and defiled what was once a very nice place.
Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Drummer will touch the liquid in the first basin (clear).
Drummer feels her life essence leaching out of her!
negative energy: 3d6 ⇒ (1, 3, 6) = 10
DC 17 FORT or gain 1 level of negative energy
Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
fort: 1d20 + 10 ⇒ (17) + 10 = 27
“I wouldn’t recommend touching.”
-24
-2 LOH
-3 channel
-4 ki
AC 28 HP 101 INIT +2 Perception +20
perception: 1d20 + 18 ⇒ (10) + 18 = 28
Do the carvings show a pattern that the liquids should be used…an order
Based on the style of each basin, the carvings show clear, dull red, and amber as the order although there is no color to the water depicted in the carvings which appears to be clear.
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Dar is at a loss, should we try the other hallway?
The party thinks that they may have to have someone go through the 'purifying' process to be granted access to the next area.
Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Mysterious Storyteller wrote: The party thinks that they may have to have someone go through the 'purifying' process to be granted access to the next area. You should have led with that!
Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Drummer will go through the purifying process as long as she doesn’t think it is evil or would violate her code as a paladin.
Kunoichi Ashikawa aka Drummer wrote: Mysterious Storyteller wrote: The party thinks that they may have to have someone go through the 'purifying' process to be granted access to the next area. You should have led with that! Was hoping you would work through it.
Drummer places her hands in the dull red fluid and they burn with acid: 4d6 ⇒ (6, 2, 3, 1) = 12.
DC 17 FORT or -2 to hit until end of next rest period.
Gritting her teeth, she perseveres to the third basin and places her hand in the amber fluid. Doing so causes the wall in front of her to move to the side revealing a secret passage filled with thick mists.
Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
-36
fort: 1d20 + 10 ⇒ (18) + 10 = 28
clw wand: 5d8 + 5 ⇒ (3, 6, 1, 3, 8) + 5 = 26
perception: 1d20 + 11 ⇒ (11) + 11 = 22
Does it look like normal mist? Is mist magical?
-10 hp
-2 LOH
-3 channel
-4 ki
It looks like 'normal' mist as far as you can tell under steady observation. You don't think you will be able to see more than 2-3' ahead should you chose to enter.
Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Move to the edge of the secret passage and then use detect evil to see if Drummer can find anything evil within 60’.
Drummer senses no evil within 60'
AC 28 HP 101 INIT +2 Perception +20
Dar….fire an arrow into the mist
Maybe it was drummers alingment that cause you damage
AC 28 HP 101 INIT +2 Perception +20
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Dar will touch the mist first, bracing himself for something bad to happen.
The mist is quite thick and is almost sticky on Dar's hand, with an oily sheen and foul smell to it. Despite its repulsive nature there appear to be no other ill effects, initially.
AC 28 HP 101 INIT +2 Perception +20
stand back all….im going to fire a flaming arrow down the passageway……
Weed stands as far back away as he can and readies a flaming arrow
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Move back per Weed's instruction.
Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
AC 28 HP 101 INIT +2 Perception +20
After wrapping an oil soaked cloth around an arrow
And lighting it
Weed fires down the passageway standing as far back as he can
Weed's arrow sails into the mist. The party quickly loses sight of it and any sound is muffled by the swirling moisture.
AC 28 HP 101 INIT +2 Perception +20
hmmmmm…..just as i suspected
Weed watches the arrow fly true into the mist
Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Drummer will tie a rope around herself, hand the other end to the group and head into the mist.
perception: 1d20 + 11 ⇒ (2) + 11 = 13
Drummer moves forward about 50' and is just able to prevent herself from falling into what looks like a pit. There is some sound coming from below that sounds like low groaning and the press of bodies against each other.
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Wait for Drummer to indicate we should follow and then enter the mist with the party.
Is there any way around the pit? Can we even see the other side?
Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Any change in the mist? Thinning?
The mist is undaunted by your exploration and appears even thicker near the pit, wafting up from below. Exploring the edges of the pit, it appears to run the entire width of the hallway. Your vision is limited to 2-3' in front of you and you catch no glimpse of the far side of the chasm.
AC 28 HP 101 INIT +2 Perception +20
Is there something im the room befpre entering myst covered passage to tie a rope off on
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