Chapter 3: The Crypts of Erin Tor (Party is Level 3)
The group makes preparations but don't take too long. The night is settling in and, even in the confines of the warded Temple they can feel the necromantic powers coming to a head. When true darkness spreads its wings, the dead will be empowered fully.
Items are identified, wounds are tended and weapons prepared.
The priest of Pelor, Morning Dawn Walson takes you out behind the temple to a large mausoleum and the entrance to the crypts which are housed in the hill, beneath the temple.
"The wards do not extend into the crypts but that was never an issue because the sacred flames warded the area. Remember, there are levers that open the doors from one area to the next and are only accessible from one side."
Inside the Mausoleum, He leads you down a steep set of stairs leads sixty feet down to the east of the temple, to a wooden door.
He unlocks the door and beckons you through, handing over a small candle lantern.
"May Pelor light the path upon which you walk.
The door shuts loudly behind you as the last of your group passes through it, and the sound of the lock being turned on the other side is ominous. You stand in a short hallway. To the north, the hallway opens up into a small room.
A burned-down campfire on the east side of the room suggests that this area was once a guard post of some sort.
A large stone door with no handles stands to the north, with a large brass lever on the wall beside it.
What is your marching order?
Doors and Gates. The areas of the crypts are separated by either iron portcullis gates or stone doors. The portcullis gates allow characters to see through them into the areas beyond. Most doors and gates are opened using levers on the “front side” of the door, closest to the entrance to the dungeon. Pulling a lever to raise or lower a door or gate is an action. Once open, a door or gate stays open until the lever is pulled again.
Ceilings. Unless otherwise indicated, corridors and rooms in the crypts have ten-foot-high ceilings.
Light. Many of the areas on the first level are lit by magical torches imbued with continual flame. In other areas there is no light except what the characters bring with them.
AC 19 (16) Passive Perception 17
TEMP HP: 5/5 (eight hours)
HP 29/34 HD 2/3
SSdc13 Slots 3/3
Hunters 1/2 Healing 1/1 Teleport 1/2 Blur 1/1
Inspiration: 1/1
Caer wore the wooden medallion he found, realizing that it was a sacred object of the Forestals and Druids. It felt alive on his skin, but made him realize, even more keenly, that he missed the wilds. Still, I will be out of here soon. These others need my aid for the time. While accompanying the Priest with the others, Caer was playing with the ring he had found- a ring made of ivory, with an amethyst set into it. He knew it was of the dark fey, and he was entranced by the shadow moving within the amethyst. As he watched the shadows within the amethyst, he realized that he could hear the voice of the ravens of the Garroting Deep in his mind.
Caer Droea, your service has not gone unnoticed. When you call upon the Raven's power next, and forevermore, the Raven will bless you with the visage of nature's wrath. Take vengeance upon all those who would seek to ravage her bounty.
Caer shook his head. Did he imagine that? The shadow was still moving in the amethyst, and no other voices were forthcoming.
When they entered the Crypts of Erin Tor, Caer saw the burned-out camp fire that still had remnants of wood in it. Still wondering if the Raven had truly blessed him as an instrument of her fury, he reached out, through the sacred wood that dangled from his neck, and lit the campfire before speaking to the group.
Some crypts are mazes; I am just marking the area.
Caer wondered why he was lying; he wasn't marking the area, he just wanted to use his power. He then pointed to the northern door with the lever beside it.
It seems we have one choice. Shall we make it?
OOC:
Just adding some flavor for the level up abilities and the new items, and using Druidcraft to light campfire BECAUSE I CAN!!!
Qui es mas Druid, an actual Druid, or Caer?
Just as an FYI, the last hunter's mark expired, so no one (including Caer) will know what happens the next time it is cast. I'm brainstorming the fluff.
Assume we are going N, and we will need marching order. Suggestion- five people, so two in front, one middle, two back (narrow) and 3-1-1 (when we can go three abreast)
Caer - Marshal
Benny
Deidre - Havoc
Caer- Marshal - Havoc
Benny
Deidre
Brief thoughts- Benny is definitely in the middle. Deidre, IIRC, has most missile skills is definitely in the back. Caer is melee only (except thorn whip) and should be in the front; Marshal and Havok are Paladin and Fighter, so it's a toss-up as to who else should be in front row for two man front. If this is confusing, maybe take it OOC?
I agree that Benny is in the middle of the marching order. I also think we should track Max on the map when not on Benny (size T). He is currently on Benny's shoulder.
One thing @TaranTheWanderer: Benny would have asked the priest about more holy water. Your call if we get more. FYI, I just realized that Protection from Evil doesn't upcast, but given the context, it's still worth a level 2 slot
Benny blows on a pebble, and it lights up. "The light of Pelor" He says to himself outloud, somewhat incredulous he is able to summon it.
He feels empowered, but still quite vulnerable. The dead must be dealt with, and in the back of his mind he wonders if this is a test,
Stratus volunteered to lead the way, but was willing to let Caer step slightly before him, knowing that he had the reach to protect his allies, should they become surrounded. When everyone was ready, he pulled the lever and allowed Caer to step through first, before ducking under the doorframe himself.
OOC:
I figure Stratus has some headroom in the rooms, but ducks under doors and archways.