Descending the Temple Depths

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Apr 5, 2022 10:27 pm
There is a brief grinding noise from the unsprung trap. It almost looks like the dagger is going to hold it in place... But then --with an disappointingly small 'plink' sound-- the stone resets... for a moment it looks like nothing happened...

Albert, you see black tendrils creep out from the stone by your feet --and the floor and the walls all around-- and entwine themselves around the skeletons guarding the doors as well as the one on the ground.

After that breathless pause, everyone else sees the two skeletons by the nearest closed door stand and reach for weapons (very rusty looking weapons). In the darkness by the other closed door, two more appear, illuminated by the glowing fungus Mohawk worn by the furthest.

Asha whimpers and cowers.

What do you do?
Apr 6, 2022 7:12 am
Before Albert good and well realized what Rook is doing, it's too late to take any sort of precaution. He looks down, next to him and sees Rook mess with the pressure plate and then jump away, leaving him and the captain standing in what is believed to be the danger zone. "Huh?" Is all Albert manages to say before the trap is sprung. He tries to shield his head with his arms and crouches in a sort of fetal position, unsure of what's coming next.

But the sharp pain that Albert was expecting doesn't arrive. In fact, there is no pain at all. He opens is eyes. With his head ducked down and looking at the floor, he notices more of those black tendrils crawling along the floor, originating from the trigger. This can't be good. He follows them as they reach for the dead bones. "Guys... We're going to have company! Watch out over by the door!"

He remembers Raynor's warning from the passage behind them and turns his head. More black tendrils head towards the passageway. "More are coming from behind us. Get the ones by the door, I'll try and fend off the ones behind." He looks over at Asha a few steps away and then at Dirk near the side of the room. "Asha, Dirk, I think the time has come to use those glowing blades." Then he heads back along the 'safe' path to the room's entrance and awaits the oncoming danger with gritted teeth.
Apr 6, 2022 9:45 am
Dirk quickly turns around to see the two mossy skeletons. With his machete drawn, he says; "Heh, looks like the dead are gonna try to get revenge on me after years of disturbing their slumber." They're going to be easier to manage if they're separated.

Dirk attempts to distract one of the skeletons away from the other one by taunting it and waving his machete around. "Hey you there! Yeah you! The one with the mushroom coming out your nose-hole! Come over here and let me chop it off!"
OOC:
I'm pretty sure +CHA fits this action, let me know if I'm wrong!

Rolls

Distract the skeleton away from the other one by taunting and waving machete around. +CHA - (2D6+2)

(14) + 2 = 7

Apr 6, 2022 11:33 am
- Dirk -

The skeleton you taunted breaks off from its companion and --as you planned, but at a horrifically quick pace-- heads straight for you. Like a surprised dog, it sneezes and shakes its head, a cloud of spores drift out from the nasal-fungus and hang in the air around it.

You know --from recent experience-- that breathing in those spores is likely not a long-term-good idea. Can you hold you breath when stepping in close to attack?

What do you do?
Apr 6, 2022 11:53 am
- Albert -

Like the light-tendrils from before, you can see that any black ones heading out the of this room are... thinner? fainter? more stretched out? Almost as though they are having to go further to get to their end-point.

Maybe it will take a while for any threats to arrive from wherever they are being summoned from?
Maybe the threats in the room can be dealt with before that happens, or something could be done to slow or prevent their arrival? You know Raynor would approve of the former strategy, but what would he say about the latter?
Apr 6, 2022 4:02 pm
As Albert heads to the path they came from, he gets a better view of those tendrils on the ground. They look fainter and more stretched out here. Hmm, probably means the threat is less dangerous or farther away. Just at that moment he hears Dirk's taunt. He turns to look and sees one of the skeletons by the door rush towards Dirk with great speed, the dark tendrils pulsing like black veins across its bones. Oh crap, that thing looks angry! He decides to change tactics and heads towards Dirk, He might still get there in time to help out.
OOC:
If possible (and fitting) I'd like to do a sort of defend action when/if Dirk gets attacked.
Apr 7, 2022 3:36 am
Oh snap! Dirk breathes in deep to hold his breath while dodging the skeleton's attack. I'll wait until it's safe for me to breath before I go in for the attack!

Rolls

Hold breath until safe to breath again +CON - (2D6+1)

(16) + 1 = 8

Apr 7, 2022 4:51 am
"Things are happening so fast!" Deoring thinks, the grinding sound and the plink of the trap being sprung echoing in his mind as he sees several other skeletons coming to life. "Ahh, what the…?" he wonders.

His head snaps around at the sound of Dirk’s taunting. He watches, wide-eyed, as one of the skeletons rushes at Dirk.

Then he hears "his own" prone skeleton starting to get back up. Without another thought, he turns right back and raises his sword above his head to strike at the skeleton once again.

Deoring’s voice cracks as he tries to shout but it comes out as more of a squeak, "Oh, no, you don’t!"

Rolls

Attack the skeleton +STR - (2D6+0)

(24) = 6

Apr 7, 2022 11:39 am
- Dirk -

You are able to avoid breathing in the spores and they don't seem to be affecting you while you don't.

The angered skeleton (who knew the dead could feel anger?!) doggedly pursues you, so you will have a hard time getting away... not for longer than you need to to take quick breaths, anyway. The spores also don't appear to be diminishing, they continue to pour out of the empty head, and leave a trail in the air behind the skeleton.

Maybe you can try darting in and attacking the skeleton between breaths, but this dodge-and-draw strategy seems to be working and you can buy the others some time to deal with the split-up foes.

What do you do?
Apr 7, 2022 12:43 pm
- Deoring -

Your weapon strikes chips of bone from the skeleton, but does not appear to have any actual effect on it 'well-being' as it starts to stand. At this rate you would need to spend days chipping away at it to make a difference. Something more is needed, but what?

What do you do?
Apr 7, 2022 3:39 pm
Roald sees Deoring hacking at the skeleton. ''I'm coming Deoring, hold on!''
He tries to get back on his feet and suppresses a new wave of bitterness coming up from his stomach. ''rgrrlghgrl''
Apr 7, 2022 3:59 pm
Albert is not fast enough to get to Dirk before the skeleton starts to attack. Luckily, Dirk is able to dodge the first assault, giving Albert some time to get to him. That spore cloud is going to be murder on my lungs. I'll try to stay at a bit of a distance. He rushes forward, using his broomstick like a spear to lodge it into the rib cage of the monster, right in between 2 ribs. If that works, he can use his staff like a lever or a crowbar to break the bones while, hopefully, staying at range. "Get away from him, you fiend!" Albert shouts at the skeleton as he attacks.

Rolls

Reach the skeleton's ribs while staying out of the spores (dex) - (2d6+1)

(63) + 1 = 10

Apr 7, 2022 10:01 pm
Albert prods his broomstick forward, past Dirk's waist as he dodges left. With more luck than skill, the end lodges itself between the ribs of the skeleton. He holds his breath, just in case the fungal cloud is heading his way, and yanks the broom, trying to do as much damage as possible. Hopefully breaking some of those ribs. "There is no room in Raynor's presence for the likes of you!"

Rolls

Attack with raw muscle (str) - (2d6+1)

(35) + 1 = 9

Damage - (1d6, 1d6)

1d6 : (3) = 3

1d6 : (5) = 5

Apr 7, 2022 10:28 pm
- Albert -

The old bones are not as brittle as you would like, and breaking them will be not be easy. Your blow creates a bit of a crack, but the moss and gunk --and black tendrils-- that have held the monster together over the decades --after the normal flesh and sinew ceased to do that job-- move to cover over the damage.

There is, however, also a crackling blast of radiant light from your staff, which blows some of the darkness off the bones. The skeleton reels back with an exhalation of 'breath' as the wind is knocked out of its chest.

Your skin and clothes are spattered with this sporey breath, you may need to try wipe that off before you can take a breath of your own.

What do you do?
Apr 8, 2022 12:43 am
Rook is fading back towards the doorway, but he stops at the door. No sign of spikes or a dead fall, but more of those walking corpses. Wonderful. He takes a moment to consider his options, then unwinds the sling from his wrist and loads it with a stone. Looking over who's engaged and who's not, he decides to target for right underneath that glowing mohawk. There's no telling if dead man keep their brains in the same place as live ones, but at least its a target He whirls the stone up to speed and whips it out.

Rolls

Sling attack +DEX - (2d6+2)

(56) + 2 = 13

Damage (if neccessary) - (1d6)

(1) = 1

Apr 8, 2022 2:16 am
Deoring, frustrated that he can’t seem to do anything to the skeleton with his sword, stops hacking at it. He then tries to stomp on the skeleton, after which he intends to sheath the sword.

Rolls

Stomping the prone skeleton +STR & Athletics - (2D6+0)

(23) = 5

Stomp damage 1D6 - (1D6)

(5) = 5

Apr 8, 2022 12:23 pm
"Nice one Albert!" Dirk uses the opportunity to breath a bit, before going in at the skeleton, taking aim at the head.

As he attacks, he yells out; "Take this you foul pile of bones and fungus!"

Rolls

Attack foul pile of bones and fungus +STR - (2D6+1)

(46) + 1 = 11

Damage - (1D6, 1D6)

1D6 : (1) = 1

1D6 : (3) = 3

Apr 9, 2022 4:13 am
Deoring stomps on the skeleton to keep it from rising up. The skeleton is knocked back to the floor with a loud thud.

Deoring’s big grin lasts for just a second as he suddenly realizes his boot is now covered in dark gunk.
OOC:
@vagueGM Please feel free to elaborate and/or add complications as you see fit.
Apr 9, 2022 1:03 pm
- Rook -

Your sling-stone pings unerringly off the distant skeleton's dome, ricocheting away, and clipping the fungal plumage with a familiar puff of spores. A puff reminiscent of those troublesome ones from the passages earlier.

Those two skeletons are close to each other, but far from any of your companions or yourself. You have some seconds --while they approach-- to try another tack.

What do you do?
Apr 9, 2022 1:05 pm
- Deoring -

Stomping the skeleton does not do noticeably more than the sword did, and puts you at much higher risk since even being so near them --let alone touching them-- chills you to your bones --possibly quite literally though it is hard to tell if this is just in your mind.

Bones break and crunch under your boots, but seem to hold their shape, as if by magic. You hear cheers from some of your companions, whatever they are doing seems to be working, but you were not blessed with a glowing sword, all you have is a boot that seems to be freezing your foot.

What do you do?
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