Salvation Outpost - Chapter 2

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Dec 4, 2023 6:00 am
The rat darts into the darkness below with Vice climbing down after him. He enters a dark chamber below. The light from the shaft fills the room with dim light. The little gnomes keen eyes quickly adapt to the light and around him. He finds a partially collapsed room with a number of sarcophagi.

A faint clicking sound can be heard in the chamber. Followed by a scraping of stone on stone. Vice’s rat turns tail and scurries back up the shaft as a skeleton hand emerges from the sarcophagus and begins pushing the lid off.
[ +- ] Map
Dec 4, 2023 5:20 pm
MaJunior says:
37 will complete his rounds, and eventually head to meet up with the Sheriff.
With his background in Cyre, 37 recognizes the routine patrol method the warforged guard are using in town. Having gathered this insight, he makes his way to Sheriff’s.
OOC:
If you decide on an urban assault, 37’s information will give a surprise round on the warforged patrol.
Dec 4, 2023 8:06 pm
Having gathered some seemingly interesting intel, Peldan makes his way to Sheriff's.
Dec 4, 2023 9:53 pm
Not eager to shake hands with any skeletons, Vice lifts his hood, and
Vice
hurries to cover the distance of the room he is in.
OOC:
hoping to get to those stairs at the bottom (assuming those are stairs)
edit: oof, will use inspiration to reroll
Last edited December 4, 2023 9:54 pm

Rolls

Stealth (advantage w/ cloak) - (2d20H1+6)

(14) + 6 = 10

Stealth reroll (advantage w/ cloak) - (2d20H1+6)

(72) + 6 = 13

Dec 5, 2023 4:08 am
The skeleton, still in its sarcophagus, did not notice the gnome dash quietly across the room. From the doorway, he gets a bit of cover, just as the skeleton begins to sit up, bones creaking and popping.

Vice makes across the room to find a short flight of stairs that lead to another darkened chamber. The light from the shaft does not reach this room. The gnome’s keen eyes have more difficulty adapting to the total darkness, but he can make out another short flight of stairs to the left that leads up to a door. Across the chamber is a locked heavier door. To the right, a large ornate locked door.

Another stone, scraping sound begins in the chamber behind you. Followed by cracking and bumping coming from all the sarcophagi in the crypt.
[ +- ] Map
Dec 5, 2023 1:51 pm
Vice tries not to let his curiosity get the best of him. Who could resist locked doors? But he needed to remain on task, trying to find another entrance to the warforged base. He head toward the stairs.

Vice
Dec 6, 2023 4:21 am
Vice makes it to the wooden door and finds it locked. He hears another lid crash to the floor. The hollow clacking of bone on stone begins to echo in the crypt behind him. Still more stone lids grind from their old cases.
OOC:
Roll me a perception check
[ +- ] Map
Dec 6, 2023 6:38 am
As he listens to what he fears is the sound of crypts opening, Vice is starting to doubt the wisdom of following rats into underground passages. 'Looks like its locks all around' he thinks, as he fumbles for his tools.

Vice
Last edited December 6, 2023 6:38 am

Rolls

Perception - (1d20+0)

(6) = 6

Dec 7, 2023 1:33 am
Distracted by the continued clattering in bone in the next room, Vice races to pick the lock on the door.
OOC:
Lock has a dc of 15, I’ll give this last turn before they start to come in the room.
Dec 7, 2023 5:06 am
Vice nervously works with his tools, hoping that whatever is on the other side of the door is less dangerous then the undead. "Steady, steady, just like old times." he thinks
Vice

Rolls

Lockpick: Dexterity + 2x proficiency (expertise) - (1d20+4+4)

(18) + 8 = 26

Dec 7, 2023 6:09 am
Vice deftly unlocks the door with ease and darts through, only to find himself staring at another rattling sarcophagus. To his left is a locked door. To his right, a narrow hallway with several alcoves and stone crypts. A short distance up, the passage widens into a stone chamber. The end of the hall breaks to the right, about forty feet away.

In the darkness, Vice’s eyes cannot pick out much detail, but the sound of scratching and clawing echoes all around him. Through the stairway behind him, two dusty, grey skeletons enter the room. Their empty, black eye sockets begin to scan the chamber the gnome left behind. Rusty swords in hand, searching for something. Or someone.
[ +- ] Map
Dec 7, 2023 5:04 pm
What started as a perfectly reasonable reconnaissance mission following a rat, has turned into a race for survival. Not wanting to push his luck with another lock, Vice heads full speed down the hallway.
OOC:
If I can, I'll use bonus/cunning action to cover more distance
Vice
Dec 7, 2023 6:12 pm
Vice barrels down the hallways, hearing more and more crypt lids begin to scrape. The clattering of bony fingers and clanging of metal eminantes from every sarcophagus he passes. To his left, a set of stairs goes downward and he presses on. Two chambers, three chambers. The cacophony is terrifying. At the end of the hall he sees a set of steep stairs spiraling upward. Without hesitation, he dashes up the stairs to find they disappear into a stone ceiling above.
[ +- ] map
OOC:
I’ve allowed two turns of actions / bonus actions to get you here. That’s two normal movements and two dashes, plus a cunning action to get another movement. This is your last turn before the skeletons have all risen and begin their hunt.

Roll me a stealth check to see how quiet you were as you dashed past them all.

Also, give me a perception check with disadvantage.
Dec 7, 2023 7:33 pm
'okay Vice, don't think about all the extra crypts you've passed, just focus on the task at hand' He thinks, worrying he might be losing it.
OOC:
thanks, is this stone ceiling a dead end?
Vice

Rolls

Stealth (advantage w/cloak) - (2d20H1+6)

(915) + 6 = 21

Perception (disadvantage) - (2d20L1+0)

(109) = 9

Dec 7, 2023 7:49 pm
The little gnome is certain he was stealthy enough to evade the hoard of skeletons. Down below, the undead do not seem to be headed his way.

Vice knows that based on the halls he’s seen so far, this must be the entrance to the catacombs. However in the panic and rush, where the entrance leads outside and how to open it, eludes him.
OOC:
Since your stealth doubled their perception, your sneaky self has bought a full turn
Dec 7, 2023 9:16 pm
Not seeing another option, and not willing to risk going back and search the locked rooms, Vice lights a candle, and looks around.
Vice

Rolls

Perception - (1d20+0)

(15) = 15

Dec 7, 2023 9:53 pm
In the light of the candle, a flicker of red immediately catches Vice’s eye. A red gem gleams, clutched in the jaws of an iron dragon skull set into the stone wall.

The light from the candle does not travel far past the corner and the shuffling sounds of the skeletons below do not seem to change.
Dec 7, 2023 9:58 pm
Vice will try to move or manipulate the iron dragon skull. If nothing happens, then he'd try to remove the gem.
Vice
Dec 7, 2023 10:33 pm
When Vice touches the gem, it flashes red for a moment and he is blinded momentarily by the daylight pouring in from the edges of the slab as it rises up. Despite the size and apparent age of the slab, it moves silently out of the way.

Vice finds himself in a room with two doors. Based on the light entering the room, the one in front of him leads outside, the other, into the building. The light spilling down the staircase seems to have caught the skeletons’ attention.
[ +- ] map
Dec 8, 2023 8:12 pm
Hoping to take the arget off of himself Vice cast minor illusion, copying the voice he recalls from the captain of the blades at the barfight help! Ambush.. skeletons. Then risk casting another illusion to disguise himself as a box, a very plain box off to the side of the room.
OOC:
as soon as its safe to leave, or undage tp stay, hell make a break forbthe door that leads outsode, try to get his bearing, and meet up with the others.
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