Episode 1: The Salvaged Job

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Jul 29, 2017 8:11 pm
The room is plain, with nothing adorning the walls, floor, or ceiling. Each chest mirrors the room, made of plain stone with a flat lid. It feels as though the containers were placed in this room and left there, undisturbed.
Jul 29, 2017 11:27 pm
Maenor attempts to open the lid.

Rolls

Strength (if needed) - (1d20+2)

(17) + 2 = 19

Jul 31, 2017 4:56 pm
The heavy lid feels stuck, but it appears to have only settled with time, and with some effort Maenor manages to get it moving and expose the interior.

Nearly filling the chest is a collection of humanoid bones, enough to make a complete skeleton. The skull, which sits at the top of the pile, appears odd with a small circle seemingly branded on the forehead.
Jul 31, 2017 5:16 pm
Kalis leans close to inspect the circle on the skull, trying to see if it brings back any memories.

Rolls

Int Check (+2 more if Arcana or History) - (1d20+2)

(15) + 2 = 17

Jul 31, 2017 5:29 pm
It is quite small, but Kalis is able to recognize that this circle's appearance is a miniature version of the one in the Meeting Room.
Aug 2, 2017 11:47 pm
Maenor gently replaces the lid and checks another box, expecting to find the same but curious nonetheless.
Aug 3, 2017 12:19 am
Indeed, the next stone chest contains the same. Even the branding on the skull mirrors the contents of the first chest.
Aug 3, 2017 9:20 am
Maenor replaces the lid again as he ponders, "Four chairs, four bodies laid to rest. Yet the marks on the floor would indicate that whatever they summoned broke free...and those creatures seldom treat their victim with such respect. The mystery grows deeper."
Aug 3, 2017 11:53 am
"And why keep it hidden? We've seen other bodies laid to rest in more obvious places... Mysterious, indeed."
Aug 5, 2017 9:52 am
Maenor nods and stands, dusting off his hands. "Well, I doubt we shall find the answers here. Shall we move on?" He leads the way back into the hall, and down toward the unexplored section.
Aug 5, 2017 8:22 pm
The group enters into a hallway that turns north. It leads to a door made of solid stone with a bas-relief carving of a figure in armor, clutching a sword hilt by its chest, long blade pointed downward.

As you fully enter the hallway, the door grumbles open, grinding heavily on stone hinges to reveal darkness beyond.

It takes a while for the light to spill into the chamber, but you can see it is empty, save for two closed doors against the western wall. The smell of death oozes out, passing through your senses as it fills the air.

Map
Aug 8, 2017 10:12 pm
The room beyond is still, with no movement. Even Maenor's keen senses do not detect anything beyond the scent of aged time and the presence of the dead.
Aug 8, 2017 10:54 pm
Kalis moves cautiously into the room, keeping an eye out for any sign of danger. If he sees nothing in the room, he looks over the first door for any sign of traps/locks.
OOC:
Sorry, the game slipped under my radar. One of the pitfalls of being in so many games!
Last edited August 8, 2017 10:55 pm

Rolls

Perception - (1d20+4)

(16) + 4 = 20

Aug 9, 2017 12:08 am
Maenor follows Kalis, while looking all around the room and peering up at the ceiling.
Aug 9, 2017 5:42 pm
Nothing stands out as particularly dangerous, either in the immediate vicinity or in the unlocked first door.

However, beyond the door, Kalis can hear a faint rattle. A sliding sound, followed by a thud. It is faint, but it brings to mind something being moved upon a table.
Aug 10, 2017 12:06 am
Maenor sets his shield and nods his readiness to Kalis, looking at the other two men to see if they notice Kalis' intent stance.
Aug 10, 2017 12:37 am
Kalis indicates that he hears noise in the room beyond and holds three fingers up, then begins counting down by removing fingers. When he has all of his fingers down, he opens the door to see what's within.
Aug 10, 2017 1:06 am
The door swings into a darkened chamber. The walls are covered in carvings depicting battles ranging from individual duels to mass conflicts of numerous soldiers. The room is dominated in the center by a large and long stone table, upon which are tiny stone objects shaped into figurines. Some look humanoid while others resemble four-legged beasts. Other figurines seem to represent buildings or wagons. All are arranged in formations across the table.

Surrounding the table on are eight creatures roughly humanoid in appearance. One end has four figures in various stages of decay, with dirty red tabards hanging upon rotting flesh. The other end has four skeletons, each wearing blue tabards draped over their shoulders and rib cages. One of the rotting individuals reaches down to push a figurine elsewhere on the table, stone sliding upon stone before the base in stamped upon the surface with a thud.

As the torchlight spills into the room, all eight creatures turn to regard the open door. The skeletons' jaws clatter excitedly, while a low moan escapes the mouths of the rotting humanoids. They begin to advance towards you.
OOC:
Combat! You get to go first (again)!
[ +- ] Player Status
[ +- ] Enemy Status
Map
Aug 10, 2017 2:38 am
Kalis launches a bolt of fire at the first skeleton he sees and then begins moving down the hall, away from the room.

Rolls

Firebolt - (1d20+5, 1d10)

1d20+5 : (11) + 5 = 16

1d10 : (5) = 5

Aug 10, 2017 3:51 am
Coda moves down the hallway and holds the mask up, in anticipation for what is around the door. The essence of magic tingles on the tip of his tongue as he readies Vicious Mockery.
OOC:
Trigger being: If the mask proves to be ineffective.

Rolls

Wis. Save 14 - (1d4)

(2) = 2

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