Airwalkrr's 4e Game IC: Ch 1 Sedition


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Lia believes the sarcophagus itself is most likely free of traps. So she steps back and lets Petron try his strength at opening the sarcophagus. He grips the lid, pulling hard, but making sure to keep steady so that the lid will not fall upon any of the trigger plates around him (Strength check followed by Dexterity check, which I rolled; 21 and 11 respectively, both successes). The lid slowly slides open, but carefully so, as Petron is sure to keep it standing. He then lifts it and pulls it back into the hallway from which he entered so that it can rest safely without fear of falling upon a trigger plate.

By the light of Erik's light spell, the glowing sunrod, and the torch carried by Krawlinstar, it is easy to see the scale armor that hangs from within the sarcophagus. It is accompanied by a set of scale greaves and scale gauntlets. All glitter in the light a dazzling polished steel color. This is fine craftsmanship, and the armor has been well-preserved throughout the centuries. As you expected, there is no body, but the armor is breath-taking.
GM: In the spirit of moving things along, at this point I assume you take a short rest to retrieve and identify the properties of the armor. It is +1 dwarven scale. See the PH 229 for the properties of the dwarven enhancement. There is nothing else in the sarcophagus.

Everyone gains 25 XP for retrieving the armor.
At this point you must discern where to head next. The alcoves along the hallway of the crypt are dead-ends, merely repositories for the corpses of long-dead parishioners of the Raven Queen. However in the larger chamber where the sarcophagus stands there are two passageways leading further south, one on the west side (A15) and one on the east side (J15). You could attempt to leap over the trigger plates to one side or the other. Or you could attempt to disable the trigger plates leading to one side and thus proceed that way.
GM: Just a reminder, whichever way you choose to proceed, I will allow you to spend an action point once during this encounter to reroll a skill roll made in the attempt to get across. Getting across the trigger plates is sort of a skill challenge with variable difficulty. You could use Athletics to jump 10 feet across (no running start possible so DC 20) or you could disable the trigger plates with Thievery. You might be able to come up with other ways to get across. Feel free to use other skills as long as you can provide an explanation for how they apply.
 

"T'is is a fine piece, if nobody has any objections, I'll wear it." says Petron. If no one objects, he'll done the armor.

"It seems we can let our beautiful lady here disable the traps, but if ye don't feel like it, we can back off and throw some stuff over t'em to trigger t'em. What ye t'ink?" he suggests.
 

OOC: Given that no one else is proficient with scale armor, I can't see any objections to Petron taking it
"How much ale have you had today?" She says, as she often does when one of the brothers' jokingly calls her attractive -- which she knows quite well she is not.

"Any preferences as to which direction you want to go?"
She asks. If no one suggests otherwise, she tries to disable the plate at D13.
OOC: Since a 23 probably succeeds, there's now only one square to clear and enough space to get a running start if Lia gets out of the way; this is effectively a DC 5 athletics check, which Petron can't fail. I don't know how the math works for the rest of us on Lia disabling the last plate needed for a clear path vs. jumping.
 
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as long the path is clear for a jump,Krawlinstar try to jump in the west side: ''here i go,get out of the way!"

OOC:sorry,double roll. :P
 
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Lia dismantles the trigger mechanism for one of the plates (D13) and makes it an easy hop over to the other side. While Erik looks on and Petron puts on his new armor, Krawlinstar decides to be the first to attempt the jump. He backs up and gives it a go, just barely clearing the distance over the trigger plate to land safely on the other side. Erik, Lia, and Petron will have to make their way across somehow as well. Lia could dismantle another trigger plate, or the others could attempt to jump over.
 



GM: Sorry for the absence. Feeling better now.

Krawlinstar's 6 was the successful check. He accidentally rolled twice. The 2 wouldn't have been successful. You need at least a 5 to get across since you can back up to get a running start. So you can all make Athletics checks to jump now, or if you feel like its safer, let Lia disable the final trap in your way.
 

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