| The Lost Voice |
Attempting to open the door along the first branch that Yako and Kora explored seems to be a futile endeavor, as there is no handle and no visible means to open it. Similarly crafted and weathered, the door continues the depictions on the walls; the wood is much the same as the others.
The mournful wailing grows louder with each step toward the door at the end of this musty hallway. There are a host of bones strewn on the floor here, many of which are cracked and broken. To Dalamagne, the wailing seems to be coming from behind this door, and is certainly locked. Knocking on the door to test its sturdiness feels like it is as thick as the others. The bones on the floor are damaged, at the least, so the possibility of them rising up to attack seems unlikely.
At Dalamagne testing the door, the wailing stops. The removal of something that all of you almost got so used to hearing makes the suddenly quiet crypt somewhat eerie. Kora can at least confirm that the sound seemed to be human in origin, and definitely in some sort of distress, though not immediately threatened.
Another hallway branches off, and Yako can see the door at the end, much like the others.
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DalPer: 1d20 + 8 ⇒ (2) + 8 = 10
| Galadine |
There’s no telling what lies beyond these corridors and deep into different chambers. After what we’ve been through, we don’t need any more surprises. We need every possible advantage to know what creature we may run into next.
Galadine slowly lifts her staff and utters the Alarm spell. I set forth an Alarm to so we all my hear a bell should any creature come near.
| The Lost Voice |
It seems like Dalamagne just barely gets out of the way of Yako as the two try to open the door in their own way, both of them hampering the efforts of the other and neither getting any success. The door remains closed and locked, though this one seems like it may have seen more use than the others. Did something feel like it almost gave way?
Uninterested in testing the door again, Yako heads down the hall to the other door that opens easily. This small chamber is mostly empty, save for the body of a villager sprawled in the center. Atop the body is a man-sized brown beetle that has turned to face the door that just opened, though it does not move forward. A moment passes before a series of rapid clicks come from the beetle, staring at Yako in the doorway from atop the body.
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YakStr: 1d20 + 4 ⇒ (5) + 4 = 9
| Galadine |
Galadine decided to follow Yako as she senses the troop may be in danger again soon. Her senses don’t usually let her down. The clicking noise makes her immediately halt in her tracks. Has she heard this sound before or was she recalling tales told by the townsfolk or Holgast? Her memory is a bit foggy but who and how she heard of this creature is irrelevant right now. Galadine needs to focus on how to approach this creature. Does she dare try to communicate with it? Is it even worth trying or should she advise Yako to attack as it appears the beetle is sitting atop it’s prey, victorious and feasting on the victim.
I don’t recognize this beetle but I think Holgast may have mentioned this beast from a tale long ago. Ugh! I wish I could remember! All I know is I don’t like that it’s perched atop that body, as if it’s protecting it’s prey and preparing to challenge us. Where is Dal and Eve? I thought they were following us?
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
I truly appreciate your guidance! As I’m sure you figured out at the beginning, I’m a rookie at this! This is my first time ever in a role playing game! Unfortunately I don’t have a good inventory of spells for this situation so was trying to use something to protect us since I don’t have the best defensive spells in my book for this situation. Agree, let’s pass on the Alarm spell for now. Thx!
| Yako Downs |
Yako sees the dung beetle standing atop what looks like a villager from Kassen and goes into a rage yelling incoherently. He steps into the room moving out of the doorway so others can use ranged weapons and he throws a hand axe.
Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Hand Axe: 1d20 + 3 ⇒ (18) + 3 = 211d4 ⇒ 2
not sure what pluses on damage Yako gets?
| Kora Caril |
Kora rushes into the room, stepping in stride with ticking. Straight out of Kora's nightmares, a giant beetle stands there staring at them.
WTF!!! THAT THING IS HUGE
With no thought only instinct Kora's body fills with fire and warmth and she spews this fire at the abnormally large insect, casting Firebolt.
Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Ranged Attack Roll: 1d20 + 2 ⇒ (10) + 2 = 12 Damage: 1d6 ⇒ 1
| The Lost Voice |
The sound of the door opening, and then the clicking sounds vaguely threatening after that. The leather-on-stone sound of Yako stepping in and the grunt of exertion followed by the sound of impact and high-pitched sound of something non-human in pain.
Everyone bursts into action, moving down the hallway and into the room as you see the man-sized beetle that had previously been atop the corpse in the center. Kora misses the shot of flame that goes wide over the beetle, so stunned that their aim was lost trying to make sense of what was being seen. Eve keeps a cooler head, the bow drawn and arrow loosed almost before she skids to a stop just beside Kora, hitting the target.
The beetle moves aggressively towards Yako, tracking him as it lands mandibles on him— a bite that was saved by another arrow.
Dalamagne lands a telling shot that sinks deep into the beetle, a high-pitched sound that cuts off as a couple of legs kick awkwardly. Its movements come a little slower now.
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(B14) •Everyone except Dal to act•
Alright! Excellently done!
As initiative starts the second Yako steps into the room (Are you sure you don't want to be a Barbarian?) Everyone that rolled at or above a 16 acts before the beetle, everyone else after.
?Init: 1d20 ⇒ 16
EveInit: 1d20 + 4 ⇒ (12) + 4 = 16
DalCrit?: 1d20 + 4 ⇒ (17) + 4 = 21YES,Dam: 1d6 ⇒ 3
EveBow: 1d20 + 4 ⇒ (15) + 4 = 19, Dam: 1d8 ⇒ 2
BeBite: 1d20 + 4 ⇒ (19) + 4 = 23, Dam: 1d8 + 3 ⇒ (1) + 3 = 4
GalInit: 1d20 + 1 ⇒ (13) + 1 = 14
| The Lost Voice |
Continued coordination from everyone sees the very large beetle meet a quick end, the spill of fluids from its body— along with the spatter from the impact of the axe on the insect. A couple of legs reflexively twitch, moving the corpse slightly, but this battle is at its end.
A set of stairs leads to a passageway, though their angle implies that they go up somewhat, and on the adjacent wall is a door. The wailing has not resumed, though the source of it has yet to be determined. The body in the center of the room is decomposing and appears to be partially missing, a portion of its midsection gone. The smell in this room is palpable. In the corner opposite the door is a pile of trash and filth which adds to the smell of decay. Weaker-stomached adventurers might be nauseated.
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600xp from the beetle. What light source is being used, as there is no light here. I recall Dal with a torch, was anyone else utilizing any light?
YakAtk: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22,GaxDmg: 1d12 + 4 ⇒ (8) + 4 = 12
DalSnk: 1d6 ⇒ 1
| Dalamagne |
Dal lights another torch and searches the pile of trash and the body in the middle for anything of value and or some identification of what Kassen resident this is.
This poor sap met an unfortunate end. Probably ran into the dung beetle by himself...
Yako try to open the door. Kora guard the stairs. Eve watch the doorway we came from.
| The Lost Voice |
A thin thread of smoke is in the hallway as Yako opens the door, but it is not until you enter the room proper that it is really noticeable. Likewise, the light from some source of fire is enough to be seen around the corner.
Nothing comes from the stairs in this time, and the room you are in is not helped by the smell of the oily smoke. The trash pile and body hold nothing of value, or any form of identification on the body itself.
(Once you enter the room) The remains of a small fire smolder in the center of this broad chamber, letting off a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke.
| Dalamagne |
Eve, stay and guard the beetle juice room and keep an eye on those stairs. Yako, Kora, and Galadine follow me into this smoke filled room and I'll check and see whats going on. Kora you may want to heal Galadine, that wound looks like its still festering.
Dal pulls his mask up over his nose and searches the room with his rapier out and pokes around the smoldering fire to see if there is anything of value or clues to what is going on here.
The smoke reminds him of a nice evening sitting by the fire back at the Kassen motel he worked at smoking cigars with travelers telling their stories of adventure. How Dal longed for adventure and now that he has one he reminisces about a more peaceful time...
I got a bad feeling about this... as he creeps forward.
| Galadine |
Thank you, Kora. I didn’t realize I was this bad off. I wonder what lies await for us next. Seems like these other seekers were unprepared and their bodies have left a trail of tragedy and decay. I don’t understand why we were never told of villagers heading to Kassen’s tomb. Why didn’t anyone warn us? Could it be because no one else ever returned?
While I appreciate Kora tending to my wounds, I can’t help but think another creature is watching us, listening to us, and waiting for us to step just a little closer. What happened to the wailing? Has someone else met their doom? Nothing is making sense…the number of horses, ponies and bodies. It’s not adding up and now the once painful cries are silenced. I see this smoldering pile of debris and wonder who took the time to gather the gear, debris and bones and want to destroy the evidence? Who else could be searching for the Everflame? I must look around this room more carefully for clues!
While the flame is now just a soft glow and smoke makes it nearly impossible to see all around the room and above to the ceiling, Galadine tries to pear through the oily smoke for any type of signs or clues as to who else can be in the tomb.
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
| The Lost Voice |
The smoke is harsh. Whatever is in the fire is making it difficult to breathe, the smoke causing your lungs to burn and your eyes water. Some of you can manage to resist the urge, but Yako— due to his height, probably– can not last a minute in the room before being forced to cough by the smoke. The longer you stay in here, the harder it is to breathe, but you can at least manage enough to not have to leave just yet. The smoke makes it difficult to see, and the flickering of the fire plays tricks on you with the shadows of the room.
The fire burns as best it could, but wood is not the fuel that produces this oily, harsh smoke. Bones can be seen in the fire pit, along with various remains of gear. Interestingly enough, a dagger sits untouched amidst the burning debris.
The flickering shadows almost seem human-like, moving as if they were approaching, a humanoid shadow, creeping closer to the group.
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Everyone except Eve and Kora notice the shadow if it is in your Line of Sight. Everyone acts before it can.
DalFor: 1d20 + 2 ⇒ (15) + 2 = 17
GalFor: 1d20 + 1 ⇒ (9) + 1 = 10
KorFor: 1d20 + 3 ⇒ (10) + 3 = 13
YakFor: 1d20 + 6 ⇒ (2) + 6 = 8,1d4 ⇒ 2 Nauseated, per the condition for 2 rounds.
??: 1d20 + 4 ⇒ (3) + 4 = 7
Initiative:
EveIni: 1d20 + 4 ⇒ (7) + 4 = 11
DalIni: 1d20 + 4 ⇒ (18) + 4 = 22
KorIni: 1d20 + 1 ⇒ (19) + 1 = 20
GalIni: 1d20 + 5 ⇒ (7) + 5 = 12
YakIni: 1d20 ⇒ 14
?Ini: 1d20 + 2 ⇒ (8) + 2 = 10
Perception:
Eve: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18
Dal: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
Kor: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Gal: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9
Yak: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16
| Dalamagne |
Quickly shouting to the others RUN fools, get out of here
The smoke is thick so its a good thing Dal had his mask on but his eyes though are drawn to the dagger. He throws the torch at the shadow trying to stun it and takes his rapier and sweeps the smoldering fire away from the shiny dagger and tries to grab it using his pillow to pick it up in case the dagger is scalding hot.
Then he makes a run for the door following the others.
acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25
| Galadine |
Before Galadine heads out of the room she turns back and facing the humanoid shadow she casts a Daze spell to give Dal and Kora a head start out of the room, in case the shadowy figure should try to attack as they leave.
I don’t like what’s forming in the smoke. Let’s see if I can give us more time to head out of this disgusting room.
Spellcraft Daze: 1d20 + 5 ⇒ (11) + 5 = 16
| Kora Caril |
As Kora approaches the fire her eyes start to water, and nostrils fill with the unpleasant smells. Startled, she quickly moves back. Dal's shouts get her stumbling back on her heels and out of the room as swiftly as possible. Galadine's spell and Dal's torch sail over Kora's head.
What are they doing? Is something over there or is this smoke messing with their heads.
Gasping for air, Kora reaches the room with the beetle again and Yako slams the door shut behind her as Dal and Galadine sprint in.
That smoke was heavy, but I don't think wasting a torch on it will do anything. Did I miss something? What happened in there?
| EveRanger |
The group heads down the passage and almost immediately Eve hears them shouting and running.
Should I go help them? But Dal said to stay here and watch our backs.
Before Eve can ponder this any longer the crew comes blasting back through the door smelling of dirty smoke and covered in ash. Yako slams the door once everyone is through.
Yikes, what happened to you guys? Bonfire get out of hand?
| The Lost Voice |
Everyone manages to escape the room, though you are not sure if it was a trick of the light and smoke, but there seemed to be a humanoid shape following you almost out of the room. Yako closes the door, and after a tense minute... Nothing. Whatever was in there seemed to not want to follow them— if it was anything at all.
Dal's precautions helped mitigate some of the damage from the fire(-2HP), but he still manages to make it out with the dagger in hand. The weapon itself is of a basic design, the blade flat and unadorned, leather cord wrapped securely around the hilt. The hilt and pommel of the dagger were barely there, just enough to prevent a hand from slipping free, and the cord from slipping off. The simple design does not do the craftsmanship justice, however. From the care taken in the selection of the materials to the shaping and balance of the weapon, it is remarkable despite not having any embellishment or artistic touches.
Once you have calmed from the fright or exertion, this room still stinks, but nothing else has changed otherwise.
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DalFire: 1d6 ⇒ 2
| Dalamagne |
Breathing heavy and coughing, Dal takes a swig from his water skin wishing he had his flask of vodka.
That was a close call. I'm not sure what that black ghost was and I have no idea what weapon could kill it. This dagger seems special though.
Dal unwraps the dagger and tries to determine if it has magical properties?
detect magic or use magic device?: 1d20 + 3 ⇒ (14) + 3 = 17
Lets rest here a minute. Galadine reminded me that we found a key back in the pit traps room. Lets try that key on the locked door where the wailing was coming from before we follow these stairs.
After a short break and a double check that the door is soundly shut to the black ghost in, Dal leads the team back to the door that is locked.
If the key doesn't work, Thor - I mean Yako here will bash it down with his great axe.
| Yako Downs |
Yako stands with his back to the door holding it closed. He takes a deep breath and grabs some snacks and water. He likes to eat when he is nervous.
I don't mind a fair fight with a smelly orc, but swinging at something that seems like it's made of air bothers me he grunts.
After everyone leaves to go back to the locked door, Yako walks and keeps an eye on the beetle room watching their backs.
| The Lost Voice |
Nothing appears to be following you as you all backtrack to the door at the end of the hall. The flickering torchlight does make the shadows cast along the floor and walls more ominous, but nothing appears to be acting unnatural. The wailing also has not resumed, though whether that is good or bad is unknown.
The lock on the door is still engaged, but as all of you are not pressured for time, Dalamagne can take his time and undo it(Taking 20). The door still remains blocked from opening as a cursory test of the door reveals, but Yako is able to push it a third of the way open.
Dalamagne is able to catch the scuff of a footstep on stone from the other side of the door before a crossbow bolt is loosed through the narrow crack of the door and skitters off of the wall by Yako, as there are panicked yells from inside the room!
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The door is a third of the way open, which does not allow for much exchange of attacks. What do you wish to do?
EveP: 1d20 + 2 ⇒ (4) + 2 = 6
DalP: 1d20 + 8 ⇒ (18) + 8 = 26
KorP: 1d20 + 2 ⇒ (2) + 2 = 4
GalP: 1d20 + 4 ⇒ (7) + 4 = 11
YakP: 1d20 + 1 ⇒ (12) + 1 = 13
?Atk: 1d20 + 6 ⇒ (10) + 6 = 16Miss!
| The Lost Voice |
The only response that the individual gives is that of a fearful wail and muttered words before the crossbow is again fired through the small crack that Yako had made, missing once more. What words Dalamagne can make out are nonsensical, and the individual is quite hysterical at the moment. From what can be seen through the crack in the door, the room beyond is somewhat small, possibly a storage room of some sort, and there is a light source somewhere in the room on the other side of the door.
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?Atk: 1d20 + 6 ⇒ (5) + 6 = 11
| Galadine |
Galadine approaches the narrow opening quickly but carefully and casts the Sleep spell. As she raises her right hand, firmly holding her staff and aiming the top at the individual, she exclaims in a firm and powerful voice, I command you to Sleep…sleep deeply!
She waits a moment to check to make sure the individual falls to the ground in a deep sleep before motioning to the others that it’s safe to proceed.
Spellcraft Sleep: 1d20 + 5 ⇒ (5) + 5 = 10
| The Lost Voice |
There is a look of panic from the individual as the familiar burst of lassitude in the spell takes effect, washing over Galadine and past, the gentle lull of the magic starts to drag them down into sleep. They stagger, then crumple, fully asleep by the time they fall over. It is a simple task then, for Yako to push the door open, the makeshift barricade that the individual had set up moving easily with a few good shoves.
The chamber beyond is one that has been occupied by this individual constantly for at least a couple of days, evidenced by the chamberpot in the corner. Otherwise, there appear to be some items in this room, what looks to be supplies for more than one person.
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400xp. Excellent use of resources to circumvent a potential combat.
Also, let me add a correction: Galadine can indeed ascertain the properties of the dagger and whether or not it is magical with a few seconds. Detect Magic just gives you a quicker answer. My apologies on the misinterpretation.
?Will: 1d20 + 2 ⇒ (5) + 2 = 7
NOTE: Elves and half-elves are immune to magical sleep effects, unfortunately, as the radius of the spell is a 10ft. burst from the targeted point, and would have affected Gal and Dal, something I would have enjoyed playing up a bit, alas...
| Kora Caril |
Upon hearing the thud of the person hitting the floor, Yako opens the door all the way and they enter the room. Kora goes over to examine the person and disarm them should they wake up.
Too bad we can't ask them anything. Although, from the gibberish they were spewing I doubt we'd get anything from them even if they were awake.
| Dalamagne |
Lets camp here and rest until this fellow wakes up and then try to get some information out of him. Yako guard the door.
If we don't get anything useful out of him we could help him find his way out of crypt and on his way home. And then continue searching the 1st level of the crypt. Galadine, take a look at the dagger I got out of the ghost fire. Do you think it has any special properties?
What time of day is it and how long have we been in the crypt?
| Galadine |
Before Dal could finish speaking, Galadine turned her gaze towards the dagger and began softly muttering the incantation to detect if the weapon posessed any magical powers.
I didn’t think I could use this spell because we haven’t officially moved to the next day and this isn’t one of my current “daily” spells.
| The Lost Voice |
Thinking back, it has been an eventful day, if not a long one as well. The day started with the final descent into the valley, then the small trek across the valley, the skeletons, the maze of traps, the beetle, the smoke, and then this... That is not even accounting for the occasional break as all of you discussed the crypt as you took stock of things. Regardless of what time it was, there's nothing wrong with settling down for the day and taking stock of everything. A lot has happened and whatever is occurring here is likely not what was intended when the town sent you on this annual ceremony.
At least, the town did not seem like the kind of place that would send chosen individuals off to possibly never return... Your mentors would not do that to you... Right?
Carefully moving the sleeping individual to the side without rousing him is not too difficult, as he seems to have not slept much since he has been here. He seems like he might sleep longer if left unbothered. Among the miscellaneous items in this room, most recent seems to be the handful of bedrolls, six to be exact, two bullseye lanterns, four pints of oil, five days worth of rations, and two small flasks simply labeled "healing". They were using an expertly crafted crossbow, the polish and carved embellishments on the stock and caps of the bow marking the skill used in crafting the weapon.
____________________________________
You are entirely free to wander back out to check what time it is, if it absolutely matters.
You are able to determine that the dagger is magical, from the faint aura, but you not have enough knowledge about magic and the different types to be able to identify just what it is.Knowledge(Arcana) needed.
Normally, you would be correct about not being able to cast that spell, except:
"A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school)."
--So you're in luck!
| Kora Caril |
Yako watch at the door while we wait for this fellow to wake. I'm going to rest and suggest Galadine and Eve do the same. Dal, watch over us while we sleep and wake us when this guy wakes.
Yako moves to the door and Dal moves in between the group and the sleeping man, examining the crossbow he had (and taking it). The rest fall asleep.
| The Lost Voice |
As all of you settle in to rest after the day that you have had, the only sounds that you hear is the quiet of everyone settling down to get some rest after the trials of the day. Some of you find yourselves more tired than you expected, for as soon as your head hits the pillow that some of you brought from the room of pits, you fall asleep even as your thoughts wander.
"—aaaaAAAAAHAAHHHHH!!"
Those of you that are asleep, are jolted awake by the scream, reaching that familiar wail as the prior occupant of the room scrambles up in terror, surrounded by all of you. There is a second as he looks about for his crossbow to find it in the possession of Kora, and the dagger that had been at his hip, before turning to attack Eve and missing with panicked flailing.
"nottakingmeintoangybonesservants!"
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Sleep interrupted. Not enough to regain spells.
?Wil: 1d20 + 2 ⇒ (4) + 2 = 6
1d12 ⇒ 5
1d3 ⇒ 3
?Atk: 1d20 - 2 ⇒ (16) - 2 = 14
| Dalamagne |
The everflame group surrounds the "prisoner" with overwhelming force.
Dal attempts to disarm him disarm: 1d20 ⇒ 7
Take it easy fella. We just want to talk and then we can help you get out of the crypt. How much do you want for the crossbow and the healing salves? We are trying to bring back the Everflame to Kassen and save the town from another year of the curse! What are you doing here and what have you seen?
perception: 1d20 + 8 ⇒ (12) + 8 = 20
| Galadine |
Not sure of the erratic behavior of this individual plus some of the team possibly being a little groggy from being jolted awake by this guy’s screams, Galadine casts a protective ward around the group.
We are not going to harm you unless you force us. Just answer these questions. Who are you and who else came with you?
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
| The Lost Voice |
As Dalamagne and Galadine try to calm down the panicking individual, Yako decides that there is simply too much noise to have just woken up to all of this, and attempts to grab the raving individual, only to miss.
In turn, the individual turns and swings a wild punch at Yako, managing to strike him!(2NL) He then jumps over Eve and runs to the corner so as to get a better look at everyone in the room. This entire time, he has not stopped raving, though it is a question about whether or not he is even aware of it. Casting about the corner he had backed himself into the man reaches for the nearest thing, swinging wildly at anyone that would approach. "Notakaaaaaaaaaaaaah!ingmybonesnotwantinaaaaaa--aahngtobeaservantcantletyou takemedaaaa--aaag!idntevenwanttocomestayawaycursedlies!!
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Interacting with someone who may not have an interest in interacting is a use of Diplomacy or Intimidate. We can count Dal and Gal's efforts as uses of Diplomacy.
DalDip: 1d20 - 1 ⇒ (8) - 1 = 7
GalDip: 1d20 + 1 ⇒ (4) + 1 = 5
YakGrb: 1d20 + 2 ⇒ (7) + 2 = 9
?Atk: 1d20 - 2 ⇒ (17) - 2 = 15.NL: 1d2 + 1 ⇒ (1) + 1 = 2
| EveRanger |
As the man jumps over her, Eve decides to take action. She puts her hands up and slowly set her by ow down on the floor, yet still in reach should she need it.
Stop, we aren’t trying to take your bones! We are trying to retrieve the Everflame but also information about this place since it is not what we were expecting. Please calm down and tell us everything you know.
Diplomacy: 1d20 ⇒ 12