(IC) Dog Days of Doom!


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Deirdre told the others about the necklace indicating a follower of Mask, and highly likely a thief or grave robber. Timing of the incident seemed odd though. Maybe it was just bad luck. Or maybe it was something else.

“I will accompany Stratus to investigate,” she offered.
 

8:30

Stratus and Deidre walk back the way they came to the lever and the two doors. Despite the noise, nothing seems to have changed.

Anson turns the key again.

There’s another loud noise of stone sliding on stone followed by a booming sound of stone landing on stone.

It seems to come from the entrance by the first brazier. They walk that way and nothing has changed.

Anson turns the key again and Stratus and Deidre see the large stone door - previously unopenable, slide upwards, revealing a small room and a set of stairs.

I don’t have my maps on me but, there was a door at the beginning of the dungeon you couldn’t open. It’s controlled by the key.

There is also the two doors you passed when you started the fight with the skellies.

Where do you want to go?
 

"If it was what this tomb-robber follower of Mask was after," said Stratus, while indicating the direction of the hidden stairs, "Then this way is likely a treasure vault. But WE are not here for treasure. We are here to light the beacon. Which way should we go to get that done?"

He asked the question generally, when he and Dierdra had returned to report on it. He really had no idea.
 

Anson answers Stratus, now that they had a sense of what the key accomplished.

"I think we've found two ways to proceed. I suggest we start with the lever we see over here." He leads the group to where the lever and the two doors are. "This is more likely to be the best direction for the beacon, though of course who can tell?"

Anson inspects the handle and carefully pulls it, hoping that it opens at leas one of the doors in front of them.
 
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Benny
AC 14 (19 with shield spell used as a reaction)
Spell Save DC 13
HP/HP 21/24 +12/12 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)
4 golden stoppered vials of holy water

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 24/24
Senses Darkvision 60 ft., Passive Perception 11
HD/HD; 7/7

Max nods to Benny, and Benny gets ready to follow Anson. He doesn't voice his agreement as he is pretty sure the others still see him as a mere boy. But he is there, and will stand strong before the darkness.
 

As they approach the door-and-levers, Anson turns to Benny. "You saved me there, Benny. That was hard to light, and I'm grateful for what you did. You should be careful though. We need to get through this night."
 

As they approach the door-and-levers, Anson turns to Benny. "You saved me there, Benny. That was hard to light, and I'm grateful for what you did. You should be careful though. We need to get through this night."
Benny looks at Anson, and acknowledges him. His answer seems to transcend the boy's age: "We are all saving each other here. I'll be careful, but lighting the brasiers is more important than me making it through the night."
 


8:30

The party gathers around the lever with the fighters having weapons out and ready.

Anson pulls the lever and, immediately, both door rise up, simultaneously. The southern most door is a large, cavernous and dark room. The northern door is pitch black and cobwebs hang heavy over the door, causing a ripping sound as the door rises. It's impossible to see inside the room both because of the darkness and because of the heavy grey covers but Havoc notices something move, fast, like a viper striking.

A large, hairy spider, the size of pony, as surprised as Havoc is, sinks its fangs into the dwarf.

It's obvious to those standing in front of the door that there is movement further inside.

spiders.png

Took your marching order to rough out how you would proceed.

@Snarf Zagyg assume you cast Shillelagh as the lever gets pulled so you have 9 or 10 rounds on it.

Round 1:
Spider attacks Havoc
@Neurotic If you roll well for initiative, I'll let you go first. Otherwise,

Attack on havok , 1D20+4+5 = [17]+5 = 22
Damage 1D4+3 = [4]+3 = 7
Poison Damage: 2D4 = [2, 2] = 4
 

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