Boram Sandyfoot wrote: Was this going through the secret door, or down the unstable bloodstained corridor? We had agreed, above, that we were going through the secret door. If you are going through the door and not the tunnel, just use the same initiatives and there is still no surprise round. I see where I missed that above, so the door it is. Opening the door, A twenty-foot-tall statue of a man carrying a tome stands in a round niche at one end of this impressive chamber. The chest and head of the large statue have been badly damaged, and look like they
Most arrestingly there are three goblins, as surprised by you as you are by them. The goblins appear to be in the process of wrangling two fearsome creatures which look like a cross between a grasshopper and a fungus-encrusted log towards the door. Knowledge(Nature) DC 13:
The creatures are two fungal crawlers. Fungal crawlers are plant creatures which leap into combat on top of their prey. Your turn
Ladies and Gentlemen, restart your engines... As you enter the tunnel before you, you can see that a barricade has been placed across the other end, presumably while you were sleeping on the balcony. When you are almost all the way down the stairs, you hear the secret door open, the clank of chains opening and something larger than a goblin moving while commands are shouted in goblin. Also, roll initiative. Perception DC 12:
There are several goblins waiting on the other side of the barricade. no map, but there is a staircase down from the balcony, about 20' long and then the corridor turns 45 degrees from southwest to west and leads about 25' to where the barriers are.
I don't have time in my life for a real campaign so I only get to play PFS for the most part. Therefore I am going to stick with it even after D&D Next comes out because it's organized play is unlikely to be nearly as well run as PFS is with a leadership which listens to players and fixes recurring problems. Also I support the direction they are taking PFS in, so I will stick with it.
Hrothgar:
You can see little goblin footprints in among the blood trail. Keeran:
It looks like someone's head got smashed by something very heavy. Kyshkumen: Maybe, but doing that would have approximately the same risk of collapsing the hallway as just walking through it at this point. Also it would take a long time.
I know that I am behind on the maps. I will hopefully get the relevant rooms up before lunch tomorrow. You descend the staircase warily but do not face any opposition. You can see only a short distance down this hallway which is much rougher hewn than the rest of the complex and strewn with small and large pieces of rubble. There is a spatter of blood and brains on the floor and a trail where whatever left the blood was dragged farther down the hall. Perception DC 20: It looks like there were once wooden supports propping up this hallway, but they have been deliberately knocked out and removed. This has rendered the hallway very unstable.
Hmmm....the tread ate my post yesterday. I was wondering what had happened. You can open the door onto the balcony of the entrance chamber. There are no goblins there at the moment, and you can see a rope ladder which you can lower to the first floor. Perception DC 18: You can see a goblin peeking from the stares across the balcony. It slides out of sight as it sees you.
Yep, it does have a reputation. The only really really egregious part is the wight in a lvl 1 adventure and the potential for insta-kill, no save. As the shadow is torn apart, the darkness in the room dissipates, revealing a faintly glowing lapis lazuli gemstone lying where the shadow stood a moment ago. I don't have the next bit of map quite ready yet, but the hallway out the other side of this room turns and ends in a door which seems to be unlocked, but barred and wedged shut from the other side. Perception DC 15: It is fairly obvious that the goblins never got past the wight or the shadow, and thus just avoid the rooms on this side of the upper floor.
As you swing ineffectually at the shadow, the only things which seem to harm it in the slightest are Selkin's holy energy and Boram's bombs, although they barely seem to slow it down. I added how many hp of damage you have dealt the shadow to the map to help you out a little. The shadow lunges towards Selkin, and in it's rage fails to swipe through Hrothgar who is in the way. Round 2
DM Rolls: 1d20 + 4 ⇒ (6) + 4 = 10
As you exit the chamber, the shadow rises out of the ground behind you and even though you are expecting the attack, it rams it's incorporeal hand into Boram's back. Boram takes 2 STR damage. Round 1
Shadow wins initiative, but at least you guys avoided the surprise round. DM Rolls: 1d20 + 4 ⇒ (13) + 4 = 17 1d6 ⇒ 2 1d20 + 2 ⇒ (13) + 2 = 15 1d20 + 4 ⇒ (6) + 4 = 10 1d20 + 4 ⇒ (9) + 4 = 13 1d20 + 1 ⇒ (4) + 1 = 5 1d20 + 0 ⇒ (5) + 0 = 5 1d20 + 3 ⇒ (1) + 3 = 4
Feel free to change your HP totals on the map to keep them up-to date. As you cross the room, you feel only a creepy feeling on the back of your neck. Boram:
Out of the corner of your eye, you see a bit of shadow detach itself from the darkness and slip malevolently into the floor as you pass. DM rolls: 1d20 + 12 ⇒ (4) + 12 = 16
This is just plain darkness so you can actually see into it with darkvision. If you have darkvision, just peek under the grey square on the map. A feeling of cold dread is palpable in this oval-shaped hall, which is finished in gleaming dark stone. There are shadows even in the pitch blackness of the upper portions of the chamber, seething slowly with foul energy. Doorways exit the chamber to the north where you are entering from and the west.
Alright guys, I'm back As the undead rise, you manage to blast one of the zombies into oblivion, mostly by Selkin's channeled power. The other zombie is too far away to be affected and begins shambling towards you. The wight takes Boram's bomb directly to the chest and screams as it burns, but continues to attack. It hits the rhino, drinking in it's life force. Rhino takes 4 points of bludgeoning damage and 1 negative level DM Rolls: 1d20 + 4 ⇒ (19) + 4 = 23 1d4 + 1 ⇒ (3) + 1 = 4
As you approach the sarcophagus, you don't see any traps or magic which could have killed three people all at once. However, the bodies begin stirring malevolently. Knowledge(Religion) DC 13:
The animating bodies are two zombies and a wight. Knowledge(Religion) DC 18: The most pressing fact about wights is that they reproduce by killing with their level drain. They can kill just about anyone at a touch. Be very scared. Level drain basically insta-kills 1st level characters.
A large stone dais in this chamber supports a great sarcophagus. The lid, once carved in the image of a sleeping ancient warrior, is cracked into two pieces and lies askew. The dead bodies of several adventurers lie crumpled on the floor surrounding the sarcophagus: a man with a shaven head wearing battered scraps of leather, a dark-haired woman in scholarly robes, and a yellow-haired elf in hide trappings. Please move yourselves forward on the map, exact positioning could be important in the next few rooms.
At the top of the stairs, an archway leads into a elaborately carved cross-shaped chamber where a terrible stone idol stands on a small dais in the center of the room. The idol depicts a demonic being with a birdlike head and writhing serpents for legs; the eyes are fiery orange gems. Ornamental pillars surround the chamber, and open archways lead from this chamber to the south (where you enter from) and the west. An eerie soundlessness enwraps the entire chamber. The entire room is under the effects of silence, so you cannot hear anything. Knowledge(Planes) DC 20:
The statue is of Abraxus, demon lord of forbidden knowledge. detect magic+Spellcraft DC 18: The silence appears to be tied to an unhallow spell emanating from the statue.
The skeletons fire again, and Manius is struck by one of the flurry of arrows. 7 piercing damage I am going to call this combat since it is just going to take forever to cross the room and you will immediately smash the skeletons when you get there. We also need to start picking up the pace to make sure we finish in a timely manner. On the stairs among the skeletons you find the body of an unlucky goblin who must have been exploring the area when the skeletons animated. The body is holding a small shard of glowing blue glass, obviously chipped from the bottom of the pool. DM Rolls: 1d20 + 2 ⇒ (4) + 2 = 6 1d20 + 2 ⇒ (9) + 2 = 11 1d20 + 2 ⇒ (18) + 2 = 20 1d6 + 2 ⇒ (5) + 2 = 7 1d20 + 2 ⇒ (14) + 2 = 16
The skeletons fire again, only one arrow connects, hitting Keeran 6 piercing damage. Keeran:
You can see that the blue glow is coming from the tiles covering the bottom of the pool. They look cracked as well, with several small, loose shards.[/ooc] DM Rolls: 1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (5) + 2 = 7 1d20 + 2 ⇒ (8) + 2 = 10 1d20 + 2 ⇒ (20) + 2 = 22 1d20 + 2 ⇒ (2) + 2 = 4 1d6 + 2 ⇒ (4) + 2 = 6
A pool of luminous blue water lies in the center of this grand chamber, its magical glow illuminating the room. A spectacular fountain pours into the pool from the image of a winged beast, perhaps a sphinx, low on the north wall. From there, a pair of steep stone stairs ascend in switchbacks to the north, flanked by ornamental pillars and terminating at a stone doorway. On the stairs, four skeletons armed with bows stand at attention.
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