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![]() Appologies, had posted next part sunday, but apparently I was still in preview when I closed the window, thinking that I had hit submit. Dolok, as you look within the case you find a blank scroll, and the map to the location of the cache hidden in a shrine built during the 2nd crusade, up north of here a few days hard ride. When you pull the blank scroll and map out to see what else is in there, you find another blank roll of parchment scroll paper. You hand the map and blank scroll off to Tanith. You pull out the new scroll, it too is blank. As you do so the blank one that Tanith had in his hands disipears. inside the scroll case is another scroll. This process continues as you all retrace your steps. Curious you think. All in all, about an hour has passed now since you started heading east. You have returned to the room where you think, perhaps, some type of sarcophisis was once stored. You have drawn a pair of slashes through the ? that was on the eastern most passage. Everything behind you is marked with an X. You have headed off into the unknown, following the fresh air, hoping that it will lead you to the surface. The tunnel wound around itself a fair bit and most of you are so turned around that you cant tell which direction you are heading.Survival check dc 20, 15 for those familiar with the underdark and dwarves get a 10 dc. you can take 10 Some of you may know which way is which. You have come to another fork in the tunnel. To the left, is a cave filled with both stalagtites and stalagmites growing, some even grown into pillars. The moss and stones have glow with a very sickly green color to those without darkvision. Darkvision:
In the deep purples of shadows, the many hues of the browns of dirt and the greys of stone, in the red of the forge light, in the white of a molten silver, in blue of deepest waters is written in dwarven runes. Help us.. .We holdfast. Above and below it are almost every single rune, or sigil or glyph or ward of protection in almost every religious or magical tradition and many that you have no clue what they. They glow very faintly, as though they were created a while back or with fading powers. To the right, the path leads to the right and slightly up. it extends as far as you can see into darkness. The curving cave you have been following ends in perfectly round tunnel that goes through well everything. It goes down slightly to your left, and up slightly to your right. But this entire tunnel either direction was carved or created by someone or something. Again apologies it got eaten ![]()
![]() yes As you leave the chamber with the ledge, another X mark is placed at the tunnel entrance. Its wanders around for about and about ten minutes later you arrive at a fork in that path. You have found your way back to the first fork you came to. You know that from the two X's in chalk marking the other to passages from this room. As you head east to the unknown tunnel it takes a good 30 minutes to walk there. This would be a good time to divide up the stuff you guys found. ![]()
![]() The Satchel is Masterwork and weighs about five pounds with everything inside of it. It Contains Silverspoons: 1d12 ⇒ 9 inside of a small green silk pouch, 1 Flint & Steel inside of a waterproof stone box, 1 Potion of Heal, Two partial quivers of blunt arrows(34 in total), 2 Vials of Alchemists Fire, 1 Small silver chain with a rabbits foot attached to the chain, 1 Wand with a pair of crossed hammers etched onto it. The Map Case is Masterwork and also weighs about five pounds. There is a map inside and notes detailing a location where a cache is reputed to be buried at a chapel midway between Kanabres and Dresden along the border of the Worldwound. There is also a scroll of Prayer and locate object within the case.
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![]() Tamaell attempts to climb but just cant get over the rubble to get upto the ledge. Niesen however tosses his hook, it catches and with the help of his rope is able to make the climb up to the ledge. He tosses the pack down to Tamaell, Dolok points out the tip of mapcase he can just bairly see a little over on the ledge. Niesen goes over and tosses the map case down to Dolok then shimmys back down the rope, flicks it and catches the grapple as it comes loose. You can either open the pack/map case or continue to the west, or back trace to the east. ![]()
![]() You head south, marking the both the S and NW passage way behind you with a large X in chalk, even marking the eastern with a large ? The tunnel winds around a fair bit, you think you are now heading west. It opens up into a small chamber. A stone ledge juts out at a right angle on the south wall of this cavern, three yards off the ground. The leather strap of a rucksack hangs from the edge of the ledge. Above, a narrow fissure yawns up into the darkness. The air seems to be flowing down from up there, it is strong enough to rustle the straps against the sandstone ledge it rests upon. The chamber you are in is also a square, though the southern wall is broken so it is no longer a perfect square. The intact walls are 45' long, the chamber extends through rubble 55' North-South with 10' Rubble on South. The Ledge is 12' or 3y above the ground dead center South wall. It may be a difficult climb but one could retrieve the rucksack. The chamber has two exits. Dead Center of East wall 15' wide (which you entered from and marked with a large X. Dead Center of West wall 15' wide(Which is unmarked) You have a feeling that the challenge here is not combat based. I will update the map for you after you deal with this chamber or decide to continue on to the west. ![]()
![]() Between all of you, you are beginning to piece it together. The indent in the ground is that a small sized sarcophagus, made of a very heavy stone or metal. heavy enough to leave an imprint in the very ground that it was sitting here, for who knows how long. Who or what was intured here you have no idea. But something or someone moved the whole thing from here. There are faint traces in the air of scents that are native to each of the four elemental planes. That is all you can come up with for the now here. It is a puzzle whos answer is beyond you at this moment in time. You have three choices of direction to travel.
You can head south and see what is within that cave. The air seems to flow from here. You can head east and see what is within that cave. The air seems to flow from here. ![]()
![]() You head East, the caves winds about for roughly ten minutes before opening up into a Perfectly square cavern 60' x 60'. There are three exits one East, One South, One Northwest (that you entered the room chamber from. Beyond the three exits to the room, there is nothing absolutely nothing, not even a even a carving upon the walls. Well now that you take a Good look Tanith, it seems as though something very heavy was placed for a very long in the center of this chamber, the stone is actually sunken in a little as though perhaps there were a few tons of weight, maybe not that much, but something heavy enough to leave an imprint in sandstone cave floor. ![]()
![]() In the rubble you all find four bent fishhooks, three partial candle(15mins light each), one brand new bedroll, 11' baddly frayed hemp twine The Amulet looks like this ![]()
![]() As your all poking through the rubble, Tannith you notice Dolok about to step on a small very tarnished silver amulet. You do stop him in time so hes doesn't step on it. The Old Elf Speaks up "These caves down here, who knows how long it has been since anyones walked here. The rot from the Abyss does aid vermin in growing larger than normal. I recon we will encounter more then our fair share down here. ITs not as though this is on the standard patrol path for the crusaders above?" ![]()
![]() You feel a sense of slight safety flowing over all of you and you know that the hissing cockroaches are all dead. Looking around the room after the battle is over you notice there is a huge pile of rubble in the north as well as an exit to the east and the one that leads back west-ish that you entered from. ![]()
![]() Round 1: Hissing Cockroaches fail a supprise check, not to mention their initative check. So in the 6 seconds it takes them to crawl out of the rubble this is what happens. Tanith slams his sword into one, Niesen does the same with his staff, Dolok splits one with his scimitar, Leto's wolf tramples one as it charges to the one that Leto spears. 3 Remain covered almost to the top of their carapaces in Greese from Tamaell. They all failed saves and spend round 1 getting to their feets again. ![]()
![]() Then you need to go through and change Blackpaw a tiny bit. You should only have 7 tricks, 6 from its 2int and 1 from your level per the animal companion rules. Currently he has 9/7 tricks known I am fine with running blackpaw/you 100% raw if that's your desire. im more of an interpretative DM. Meaning if someone describes something good, they get a hidden bonus. For example, diplomacy check that you actually type out an awesome couple paragraphs will get a bonus. Any non-prey type animal, can move and do natural attacks if they are carrying things like a rider. They just can not use any special attack while bearing more then a "light load". This is true for any NPC/Monster you encounter in the world, so should be true for you players as well. If you were riding say a pony, not a wolf. I would never suggest that it has the capability without you spending feats to teach it how to do so. The wolf can attack at the end of a charge right now, what spring attack does is basically negate the provocation of an attack of opportunity that the wolves natural attack (bite) would provoke against an armed target. Edit: Handle Animal you have +6 and Ride you have +4 if I am reading your sheet correctly. Anything you can take 10 on so 16 handle animal or 14 riding checks I will assume you pass automatically so you don't have to roll, unless you really want to. ![]()
![]() Leto your wolf is smart enough to bite at something even though your riding him, hes smarter then a herd animal like a war horse that could kick or bite. the wolf can bite, it just cant trip things when your on top of him. Heres the map, it did not link properly, im sorry shoulda pointed that out. there are two with in c3 and two within c4 that get hit by the grease spell. they all fail saves. there is one by itself in c-6. The others are dead. If you havnt rolled init, please do so and if you havnt acted yet, in round 1 please do so, know the if you want to attack the ones hit by the grease they have slipped so badly that they are on their backs, you need to Not roll a 1 to hit them. These cockroaches are in grease almost up to their thoraxes, if you had any alchemists fire you think.. <--Klokk posting with an old GMPC character im going to use him instead of Klokk for my posts. |