[RP] The Forsaken Halls

load previous
Nov 2, 2024 11:49 pm
"We should move on and keep searching."
Nov 4, 2024 5:37 pm
"Indeed, the object of my search is clearly not within, and I would dare not awaken the dead without it," says Mahluk while clearly fixated.
Nov 4, 2024 6:16 pm
Sorry for the long delay. Been out of commission for a bit. I'll fastforward here a bit unless you all want to explore anything specific?

The group decides to follow Kruul's original plan, moving with purpose down the widest of the corridors. This path seems promising, its broad stone floor marked with the faint wear of ages past, suggesting it was frequently traveled or perhaps held some greater significance. Shadows from flickering torches play across the walls as they press forward, casting shifting patterns on the rough stone. The air is thick with tension, and each step echoes softly down the corridor, amplifying the sense of anticipation that tightens around them.

After what feels like an eternity of dim, winding passages, they come upon a door set firmly into the wall. It’s larger and more ornate than the others they've seen, and on either side, bracketed torches flicker dimly, their light casting a pale glow across the door’s weathered surface. The door is marked with intricate carvings, symbols worn and eroded by time but still faintly visible, hinting at some ancient purpose. The frame around it is chipped and cracked, a reminder of its age and the countless dark secrets it guards.

The smell of decay and rot, pervasive in these chambers, is no less intense here. In fact, it seems to linger even thicker in the air, the stench clinging to every breath and settling heavily in the lungs. It’s a stifling, almost nauseating presence, as if whatever lies beyond the door is infused with death itself.
Nov 4, 2024 7:00 pm
"Every step we give in this place feels like a mistake" then Hambul will stop for a moment to listen to the door.
Nov 4, 2024 8:23 pm
Hambul, feel free to make a Wisdom check (with advantage) to see if you can hear anything. (Advantage from your hunting/tracking ability).
Nov 5, 2024 8:18 am
OOC:
Checking sounds of scary things

Rolls

Wis (13) - (2d20)

(46) = 10

Nov 5, 2024 11:17 am
Shadowknight sent a note to Ricardoi91
Nov 5, 2024 9:13 pm
Hambul swallows hard, he does not show fear but it's obvious he is concerned "A great evil awaits us on the other side, some forgotten terror... we are ill prepared"
Nov 5, 2024 9:16 pm
Krüül examines his rusty blade and shakes his head,

"Need true steel, not this roughshod. Weapons make might."
Nov 5, 2024 9:47 pm
Oral has no real weapon. "We need to scout around for some more rooms if there are any and try and find something." Oral will look around for anything he can use as a weapon. A torch if that is there is.
Nov 5, 2024 9:56 pm
I have dealt with the dark and the damned in mine life, and would bind an ally in this place. For we, too, were once held in this place as prisoners, and grasped to escape. Let us open this door and parley with what is within."
Nov 6, 2024 5:25 pm
Oral easily finds a torch to bear as a weapon.
Nov 7, 2024 8:38 pm
Krüül stands ready to any path, be it the door or the search. He turns to face the door and whatever might lie beyond when the Atlantean makes his pitch.

"He speak true,"

The barbarian flexes his grip on the rusty chunk of iron,

"Let us parlay."
Nov 7, 2024 9:34 pm
"Sounds good to me." Oral will stand back though and let the big guys lead the way.
Nov 8, 2024 7:19 am
After a tense moment of silent understanding, the four companions exchange determined glances, their nods slight but resolute. Together, they step forward, each gripping whatever they have to pass as weapons tightly as they brace for whatever lies beyond. With a heavy push, the double doors creak open, revealing the chamber inside.

The room is unexpectedly well-lit, though not by any natural light. A chandelier crafted from twisted bones hangs from the ceiling, casting a sickly, murky green glow across the chamber. The light refracts off fragments of tarnished metal embedded in the walls, filling the room with an eerie, unsettling haze.

Arrayed around the room in recessed niches, like silent sentries, stand armored corpses, their hollow eyes hidden beneath darkened helms. Each corpse clutches a long spear or halberd, their skeletal hands gripping the shafts as if prepared for battle even in death. The ancient armor that covers their decayed forms is darkened and rusted, yet the weapons appear well-preserved, their edges gleaming faintly under the greenish light, suggesting that they are more than mere decoration.

At the far end of the room, a short flight of steps ascends to a door gleaming with a strange, almost unnatural brilliance. The door is engraved with intricate patterns and inlaid with gold, a stark contrast to the rest of the chamber, hinting at the promise of wealth or power—or perhaps danger—beyond.

But guarding the path to this door stand eight undead figures, their bodies unarmored but deadly. Each is draped in decaying cloth, their eyes glowing with a menacing light that mirrors the sickly green glow in the room. Their skeletal faces are contorted into expressions of wrath and hunger, and each one grips a black iron blade, the edges honed to an unsettling sharpness. Unlike the motionless sentries in the niches, these figures shift subtly, their attention fixed upon the intruders with a chilling intensity, as though waiting for the moment to strike.

The air feels thick, oppressive, and charged with a malevolent energy as the companions stand in the doorway, faced with this formidable and grim gathering. The way forward is clear, but it will not be easily won.

Roll for Initiative! (Dexterity)

https://i.imgur.com/KxsAWJT.jpeg

The undead that stand opposed are not as armored as are shown in the image, but the corpses visible in the niches are armored in this fashion.
OOC:
This is a Combat Encounter. To save time, when you post an action (attack or movement or whatever else you are doing), please also make two melee defense tests (Strength, unless you have an ability that allows you to roll Dexterity or some other ability). Remember that unless you have an actual shield or buckler, the second defense test will be made with disadvantage.
Currently Opposing: 8 Skeletals
Nov 8, 2024 8:39 am
OOC:
Should we stay near the double doors and basically keep it 2vs2 (don't let them use their superior numbers) and rotate as Pcs lose Hp, or is everyone capable fighters?

Rolls

Initiative (Dex-14) - (1d20)

(2) = 2

Nov 8, 2024 10:47 am
Seeing these skeletons through the gap between the others Oral wonders how well their rags will burn.

Rolls

initiative (Dex-14) - (1d20)

(11) = 11

Nov 8, 2024 10:50 pm
OOC:
Rolling before I act!

Moving slow today.
Last edited November 8, 2024 10:50 pm

Rolls

Initiative (Dex 10) - (d20)

(12) = 12

Nov 10, 2024 9:35 pm
OOC:
We should definitely use the door as a choke point, Krüül will take one side of the front line...

Rolls

Initiative (Dex 11) - (1d20)

(5) = 5

Nov 11, 2024 12:51 am
Everyone passes initiative except for Mahluk. So it will be Kruul, Oral, and Hambul, followed by the skeletals, then finally Mahluk.
load next

You do not have permission to post in this thread.