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Day 2 - Bandits & Crypt.

Posted by DMFor group 0
DM
GM, 234 posts
Dungeon
Master
Thu 15 Dec 2016
at 16:53
  • msg #111

Re: Day 2

Asano and the others see that a dark, rectangular hole gapes amid the grass and vines of the nearby hillside. The stone door is in fact ajar, and a dim tunnel extends behind it into darkness. The door bears chiseled marks that might once have been a name.

The surrounding countryside seems quiet and still, though the numerous boulders in the area block sight in more than one direction. Some of the boulder jumble areas are quite large.


Asano thinks the boulder areas aren't completely impassable, and in game terms would be treated as difficult terrain (speed is halved).

Bramwell Caulder
player, 82 posts
Half-Elf Paladin
Glyphscribe of Deneir
Thu 15 Dec 2016
at 16:57
  • msg #112

Re: Day 2

Looking at the open tomb from afar, Bram deduced aloud, "Hm.  The tomb is open.  Such negligence of a place of interment is certainly not customary in this region.  Something is amiss here, whether it be specters or something more mundane.  Let's investigate, shall we?"  He strapped his Deneir-emblazoned shield to his arm and approached the open tomb, bearded axe held loosely at his side as he peered about for anything suspicious.


Moving all the way up to the tomb door unless something pops out at me.  If anyone else wants to come Bram will wait for them to come along, as opposed to running up on his lonesome :)  I'm presuming Morg will come along at least.

08:56, Today: Bramwell Caulder rolled 17 using 1d20.  Perception.

DM
GM, 235 posts
Dungeon
Master
Thu 15 Dec 2016
at 17:30
  • msg #113

Re: Day 2

Bram sees nothing out of the ordinary before reaching the door. Peering inside he can only see the first few feet of a passage leading straight into the hill. The door isn't open very much, and it's hard to see in very far.


Updated the Haunted Tomb map - note the door opens inward; that was marked incorrectly on the map before this latest update.

Bramwell Caulder
player, 83 posts
Half-Elf Paladin
Glyphscribe of Deneir
Thu 15 Dec 2016
at 23:08
  • msg #114

Re: Day 2

Seeing that nothing seemed to be amiss thus far, Bram turned and gestured the others forward.  "It's dark in there.  If anyone has a torch to hand, now would be the time to light it."  Once everyone is ready and in position, he'll attempt to push the tomb door open, putting his shoulder into it if it appears to be stuck.
Asano Breathkill
player, 85 posts
Half-Elf
Sorcerer (Wild Magic)
Thu 15 Dec 2016
at 23:34
  • msg #115

Re: Day 2

Asano pulls his focusing wand out and centers his energy as Bram pushes the door open a little further. He peeks inside, but tries to not give away the party this time.
Jakrynn Redgate
player, 80 posts
Young Human
Bardly Rogue
Fri 16 Dec 2016
at 04:14
  • msg #116

Re: Day 2

Jak heard what Bram said and gave a shrug. He pulled out his hooded lantern and lit it. He held it in his off hand, the left hand, as they moved forward. He held a dagger in his other hand, just in case, though he much preferred to stay out of melee range. He walked just behind Bram to make sure the light could illuminate the way, and he could maybe help spot danger.
Mayon Graycross
player, 125 posts
Half Elf
Warlock--Fey Pact
Fri 16 Dec 2016
at 17:07
  • msg #117

Re: Day 2

Mayon follows as well, his hands gloved with his focus as usual, his eyes constantly peering around and his ears perked for any noise.

10:07, Today: Secret Roll: Mayon Graycross rolled 17 using 1d20+4 with rolls of 13.  Perception.
CONSTANT VIGILANCE.

Morg Danforge
player, 79 posts
mountain dwarf
fighter 1 (2w1/1)
Fri 16 Dec 2016
at 21:24
  • msg #118

Re: Day 2

Morg looks above and to the sides inside the door to see if there are any traps.

23:20, Today: Morg Danforge rolled 10 using 1d20+3 with rolls of 7.  Perception check for traps at tomb door.
DM
GM, 236 posts
Dungeon
Master
Fri 16 Dec 2016
at 22:52
  • msg #119

Re: Day 2

Morg and the others can see very little from their vantage point outside the tunnel, and it's impossible to squeeze through the narrow opening enough to see anything else without opening the door further. Bram slowly pushes the door inward.

A loud crash of screeching metal is immediately heard, as something behind the door collapses at the door's movement. What looks like a rusted circular piece of metal rolls into view and stops in the center of the tunnel leading inward. The sound reverberates off the nearby hills for a few seconds, but otherwise nothing else happens.

Peering into the tunnel, it's clear the tunnel is a passage about ten feet high that leads at least thirty feet straight into the hill into darkness. Those with darkvision can make out where the tunnel widens into a larger room; Jak's lantern illuminates the room for him as well. There is a large stone block table at the far end of the chamber, but otherwise the room appears empty from the group's current position.


Haunted Tomb map updated.

This message was last edited by the GM at 22:53, Fri 16 Dec 2016.
Bramwell Caulder
player, 87 posts
Half-Elf Paladin
Glyphscribe of Deneir
Fri 16 Dec 2016
at 23:27
  • msg #120

Re: Day 2

Bramwell jumped back with a cry of surprise at the unexpected metallic clattering.  He looked anxiously back at the further opened threshold but managed to gather himself after a few long breaths.  He muttered, "That clamor was no accident.  The opening was sized for small creatures to slip through, but anyone larger topples this mess and makes a racket.  I reckon we've just alerted the goblins within."  He returned to the door and peered in at the chamber below the hill, focusing his will upon sensing whatever divine energies may be emanating from within.

OOC:  Trying a Divine Sense to detect good or evil presences within 60 feet of the entrance.

Raising up his shield and axe Bram said to the group, "If we're going in, we'd best not delay.  With any luck the little devils are still scrambling out of their bedrolls."  Whenever the group is ready, the paladin will lead the way from behind his shield.
This message was last edited by the player at 23:28, Fri 16 Dec 2016.
DM
GM, 237 posts
Dungeon
Master
Fri 16 Dec 2016
at 23:54
  • msg #121

Re: Day 2

Bram detects no good or evil presences, and indeed hears no other unusual noises in the wake of the clattering metal.


Good use of Divine Sense of course, but also note the description of that ability says "...you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover". This wouldn't detect any goblins, or celestial/fiend/undead outside of your field of view. You can use it 4 times a day though, so why not? =)

Morg Danforge
player, 80 posts
mountain dwarf
fighter 1 (2w1/1)
Sat 17 Dec 2016
at 09:07
  • msg #122

Re: Day 2

"Ghosts, man..." Morg says quietly to himself while walking down the tunnel, raising his javelin.

Move: 25' from AL13 to AQ13.

Action: ready javelin knock-out attack, on anything definitely hostile.

Asano Breathkill
player, 86 posts
Half-Elf
Sorcerer (Wild Magic)
Sat 17 Dec 2016
at 13:35
  • msg #123

Re: Day 2

Asano moves in behind Bram and Morg, though maintaining a moderate distance between himself and the leading force. His focus is ready, the crystal nearly humming with power.

OOC:
Staying about 10' behind the leading edge.

DM
GM, 238 posts
Dungeon
Master
Sat 17 Dec 2016
at 17:19
  • msg #124

Re: Day 2

As the first of the party makes their way into the tunnel, the rest of the room slowly becomes visible.

The square room contains only a stone block table. Stains and marks atop this slab suggest rusted objects were once arrayed on it. In the middle of the wall to the right of the passage is a closed and severely rusted iron door.
Morg Danforge
player, 81 posts
mountain dwarf
fighter 1 (2w1/1)
Sat 17 Dec 2016
at 19:01
  • msg #125

Re: Day 2

Morg warily walks into the room and looks around, including at the roof.

Move: 10' from AQ13 to AS13.

Free action: look around.

If no-one else investigates the rusted circular piece of metal, then:
Move: 15' from AS13 to AP13.

Action: Investigate fallen piece of metal. I'll roll secretly for that after posting this (and won't edit this post.)

Mayon Graycross
player, 126 posts
Half Elf
Warlock--Fey Pact
Sat 17 Dec 2016
at 20:18
  • msg #126

Re: Day 2

Mayon moves into the tomb to join the others cautiously, feeling deeply unnerved by the table in the center.


Not sure if we're using combat movement rules or not yet...if so:
Movement+action--60 feet, AK15 to AV14.
If not possible, then he'll just go 25 feet AK15 to AO14.
Investigation check on table, if he's close enough to do so:
13:16, Today: Secret Roll: Mayon Graycross rolled 9 using 1d20+4 with rolls of 5.  Investigating Table.

DM
GM, 239 posts
Dungeon
Master
Sat 17 Dec 2016
at 22:21
  • msg #127

Re: Day 2

Morg and the others entering the room see nothing else other than the rusted iron door & the stone slab table.

Going through the tunnel, the group sees many other pieces of metal strewn about the floor behind the open door. Morg heads back to investigate and sees they all appear to be worthless old metal wagon fittings.

Mayon heads towards the table and finds nothing of interest. The stains appear to be rust stains from metal objects that are no longer there.


Map updated. We're not in initiative, so feel free to move about as you like.

This message was last edited by the GM at 22:22, Sat 17 Dec 2016.
Asano Breathkill
player, 87 posts
Half-Elf
Sorcerer (Wild Magic)
Sat 17 Dec 2016
at 22:30
  • msg #128

Re: Day 2

Asano releases a breath he hadn't noticed was being held as Mayone waltzes into the entry chamber. Shaking his head, he moves into the room, as well, taking a place to the side of the entryway. He looks around the room, scanning for anything out of the ordinary.

OOC:
Move to AS15
Perception- 23 (Natural 20, baby! Woo!)
Accidentally hit the roll button twice in a row. Also, bossman, the numbers from the map have disappeared. Just a heads up.

Morg Danforge
player, 82 posts
mountain dwarf
fighter 1 (2w1/1)
Sat 17 Dec 2016
at 23:16
  • msg #129

Re: Day 2

Morg tries to see if there's anything above or behind the door, where the wagon fittings could have fallen from.

Action: Investigate behind and above door. I'll roll secretly for that after posting this (and won't edit this post.)
Jakrynn Redgate
player, 82 posts
Young Human
Bardly Rogue
Sun 18 Dec 2016
at 00:44
  • msg #130

Re: Day 2

Jak will move slowly, making sure to not be the very first person to step in to or on to anything. He holds the lantern up, though, high for everyone to use for lighting as they move along. He follows after Morg to check out the door to see if there is anything unusual, like traps, about it. Then he'll check to see if it's locked if he can visually - he doesn't want to start touching it until the group is ready for that.
DM
GM, 240 posts
Dungeon
Master
Sun 18 Dec 2016
at 03:24
  • msg #131

Re: Day 2

Asano sees and hears nothing out of the ordinary. All seems as quiet as - well, a tomb.

Jak sees nothing strange about the rusted door. It doesn't appear locked or trapped, but it does appear to be very rusty.




I think Jak may have misunderstood the door Morg was investigating - I think Morg was investigating the door into the hillside, while I think Jak wanted to look at the rusty door leading south from the square room. I've posted on that assumption, but in case I'm wrong: nobody sees any traps or unusual features around the door into the hillside either. There are markings on the outside of it, but they're too worn to make out any words or names.

Also, I updated the map & added back in the numbers. Thanks for the heads-up Asano & hopefully that looks better now =).


Morg Danforge
player, 83 posts
mountain dwarf
fighter 1 (2w1/1)
Sun 18 Dec 2016
at 12:18
  • msg #132

Re: Day 2

Morg walks around the table to look behind it, and then carefully pokes around with his javelin looking for secret doors on the walls and floor.


I'll roll a secret Perception check for that after posting this (and won't edit this post.)

If he doesn't find anything he'll climb onto the table and face the rusted door ala Gimli: http://vignette1.wikia.nocooki...st?cb=20121012095901

DM
GM, 242 posts
Dungeon
Master
Sun 18 Dec 2016
at 17:11
  • msg #133

Re: Day 2

Various small stones litter the floor of the room, but it is otherwise empty. The floor is somewhat damp in some places where water has collected from slow drips in the ceiling. Roots pierce the ceiling in a few places, but otherwise the room looks structurally sound and quite empty.
Jakrynn Redgate
player, 84 posts
Young Human
Bardly Rogue
Tue 20 Dec 2016
at 19:32
  • msg #134

Re: Day 2

Jak will attempt to see if the door is unlocked or not, as it appears to be safe to him. Or as safe as something can be in the setting they were in. He will carefully ease the door open a tiny bit, crouching down on the floor to peek in if he can, ready to close it again if needs be quickly. Only if it seems okay will he move out of the way and open it fully.
DM
GM, 244 posts
Dungeon
Master
Tue 20 Dec 2016
at 20:19
  • msg #135

Re: Day 2

Just as Jak touches it, a ghostly figure suddenly emerges from the door. The apparition floats a full four feet off the tomb's floor, its helmeted head nearly brushing the ceiling. Its transparent form bears simple and equally transparent armor, and it brandishes a spectral longsword.

Its male human face looks sternly down at the intruders. "Tomb raiders are not welcome here," he says in a deep voice, which seems to echo from unseen depths. "You must leave immediately, before you disturb the eternal rest of those of higher birth. Go, and I shall not judge ill of you." He motions irritably with one insubstantial hand to Jak, attempting to shoo him away from the door.


Map updated.

This message was last edited by the GM at 22:59, Tue 20 Dec 2016.
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