(IC) Dog Days of Doom!

AC 19 (16) Passive Perception 17
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 sees the brazier up ahead, and uses attempts to feel, through the web of nature, for a source of fuel and ignite it. Meanwhile, he stops and looks carefully at the skeletal remains in the alcove.

OOC:
Bones: 1D20 = [17] = 17

Investigation check on bones passed.

Uses druidcraft (firecraft) to light brazier, if there is a fuel source.
I'm a firestarter, wicked firestarter...
 

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@Snarf Zagyg Successful Investigation reveals they were animated skeletons but that someone destroyed them.

You can't light the Brazier from here, you must be next to it, using the sticks.

** @Steve Gorak You asked about more holy water. The priest told you you could snag a few. Holy Water, being sacred, is stored below in the Small North Room that is off of this large Eastern room.

@FitzTheRuke Stratus doesn't see anything dangerous but you do see the dead body of the Cleric of Wee Jas.


Caer, sifting through the bones realizes that several skeletal figures lay here, their bones broken and destroyed as if they'd been fighting. If they wielded weapons, they are no longer here. It's obvious that the remains had been animated and destroyed by someone.

In the next, huge room, Stratus can see chamber is supported by arched pillars, and features a ceiling ten feet high. Three ornate sarcophagi stand along the far wall, one of which has had its lid removed, obviously prepared to have housed the most Radiant Servant Levenshire had he not become undead and wandering around the countryside.

Two torches along the side walls fill the room with magical light, revealing open doors along the north and south walls. The north room is the sacred burial of site of an old Saint of Pelor and the area where the clergy keep their stocks of Holy water. Benny was told he could take some if they needed to replenish their stocks**.

In the center of the room, a waist-high marble brazier is carved with the symbol of both Weejaz and Pelor —and has a mutilated body, in the ceremonial robes of Wee Jas, sprawled before it. The side of the brazier is open, suggesting that the body might have been Meldin attempting to light it. A scroll lies on the floor next to the body.

crypt r3.jpg
 

Anson Willoughby
AC 15
HP: 21/21
Passive Perception: 12
HD: 3/3
Psychic Dice 4/4
Heroic Insp: 1/1
(I think Anson still has the "matches"?)

Anson had been inspecting the portcullis, to see if he might be able to assist and make their way through it. As the group moves on towards the crypt, he steps forward and looks at the body and the scroll. The sight disgusts him, but as long as it appears dead (dead and not still moving, he corrects himself, he immediately turns to the brazier. His concern, for now at least, is lighting the beacon, and so he immediately starts using the sticks to light the fire. No time to waste.

OOC: I had meant to say earlier but didn't that Anson now has the ability to maintain a telepathic link with two others. If it's not too late, he would have suggested Benny and Newt (the two children), who could alert him if they were in danger [works within 1 mile for 1d6=4 hours [sorry -- forgot to put my name in the roll].] If either does not wish it, he would find someone else, ideally maintaining contact with one of those we had just left.
 
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Benny
AC 14 (19 with shield spell used as a reaction)
Spell Save DC 13
HP/HP 21/24 +12 temp HP
Passive Perception (PP): 13
HD/HD; 3/3
Healing light 4/4

Benny has 1 vial of holy water (each vial has 3 castings of protection from evil)
Benny has inspiration

Maximilian
AC 13
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Resistances: Necrotic, Psychic, Radiant
HP/HP 17/24 normally
Senses Darkvision 60 ft., Passive Perception 11
HD/HD; 0/7
[/spoiler]

Benny pays close attention to the dead body and the scroll. Stating the obvious, he says "We should light the brazier", and then inspects the path to the the north room where more holy water is available
 

Level 3 Chaotic Good War Cleric of Corellon
AC18 Passive Perception 15
HP 22/22 HD 3/3
SSdc13 Slots 3/2
CD 3/3

Deirdre nods at Benny's suggestion, watching the area behind the portcullis for any danger, sword drawn.
 


Caer goes to the center of the room, keeping an eye on everything, and gets the Blackstaff ready. The fact that those bones had been animated before troubles him.

What was dead cannot die.
 

Havoc moved on the other side of Ansom, wary of sarcophagi. "Great priest turned into a powerful undead. Don't touch anything."
 

I was about to ask if you were keeping the marching order but, as people posted, I can see that Stratus, Anson and Caer (and presumably, Havoc moved in first.

I'm not sure who has darkvision and how far it goes but only Caer and Havoc saw the zombies hiding. But not before Stratus and Anson went in ahead. (I used Passive Perception)

The zombies get to go before everyone who failed. I will let Caer and Havoc post before the zombies go.

I think that it's fair that Caer's Druidcraft reduces Anson's lighting time by 1 round. It's helping the embers/coals light up, but it's a magical brazier, right? So the ritual sticks need to be involved to please the gods.
I like this. It removes the +1 from the d3+1 and it uses an action. Let it be so!

As Anson and Stratus move carefully into the room, it isn't until Havoc and Caer move in and shout an alarm that everyone sees the crouching shadows of zombies. These zombies are much more in shambles, obviously having been dead for a long time. Unlike Meldin, who's fine clothes and fresh body recently torn apart, begins to move.

Crypt combat rm 3.jpg
 

(If Anson can use his Cunning action bonus to Dodge, he'll do so. (Was trying to be wary in the earlier post; no worries if he's jumped, though.)
 

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