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5E (IC) Fitz's Folly

Harb crept forward waving his torch slowly from wall-to-wall, burning away cobwebs, while tapping the floor ahead of him with his staff. He got no more than a few feet through the archway before his the stone floor echoed with a hollow sound. Harb pressed as hard as he could with the staff, but the floor did not fall away. He carefully placed his weight on the stone slab, and it held. Stepping backward, off the hollow spot, he considered if it were perhaps a passageway below the floor, rather than a collapsing floor, or if the trigger were something other than weight. Of the Sticks, only Dellrack and Chrysagon were heavier than he was.
 

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gargoyleking

Adventurer
Harb takes out a rope and ties it securely around his waste, throwing the other end back to the others. Once they have is securely in-hand, he continues forward, tapping the floor and searching for any further signs of this or other potential traps.

Perception: 1d20+5 8
 

Kobold Stew

Adventurer
Miss Imogen takes the end of the rope, and assesses how heavy Harb must be, and whether she could support his weight if he fell. Not a chance, she realizes. She puts down her bow, and wraps the rope around a nearby column, letting slack out as needed.
 

When Harb got to the first of the six arrow-slits (three per side), he ducked down, burning the cobwebs away with his torch. No projectile came through the hole, so he leaned to the other side of the hall and burned the cobwebs away from that side, too. Then, he slowly raised his head above the level of the arrow-slit, and waved his torch through the hole, first through the one on the right, then through the one on the left.

The chamber behind the arrow-slits on the right-hand side held a web-covered statue of a coiled serpent, which clutched in its jaws a stone cube. The cube was slightly larger than palm-sized and was obscured from closer examination by cobwebs in the serpent's maw. On the other side, there was a similar statue, but the head had crumbled off and was lying on the floor. A short distance from the head, lay another stone cube. In the light of his torch, Harb could make out a stylized serpent carved into one of the cube's faces.
 

gargoyleking

Adventurer
Satisfied that he wasn't about to be attacked from this arrow slit, harb went back to moving forward. He focussed on studying the floor, but the smoke from his torch was beginning to make his eye water.

Perception: 1d20+5 7
 

Harb tested each slab of the stone floor as he moved down the hallway, carefully brushing aside chunks of rubble and burning back cobwebs with his torch. He passed the other arrow-slits, which looked into the same two rooms with the statues. At the end of the hall, he held his torch out to peer into the temple's inner chamber.

In the middle of this largest room, a third stone cube (like the others) rested on a plain stone pedestal. Statues of twelve tribal warriors jutted from the surrounding walls, aiming their bows at the pedestal. The statues had no lower bodies - they melded into the stonework of the walls. On the floor in front of the pedestal was a colourful mosaic depicting a monstrous serpent constricting a furious monkey, though a thick brown moss obscured much of the detail. A small ray of sunlight came through a crack in the roof, which also slowly dripped with rainwater - just enough of both to grow the moss.
 

gargoyleking

Adventurer
Harb considers wgat he can see, taking in every detail he can before returning to descrive everything to the group as a whole.

"I suggest we traverse the hall one at a time, just to be safe. Also, can we secure a rope to the walls along the way, in case the floor can somehow move? We may need to be prepared to exit in a hurry."
 

KahlessNestor

Explorer
Omu/Moah’s temple ruins
Afternoon
Round 0

Dellrak waited with the others, tense, as Harb explored into the temple, tied off with the rope to the front column. He breathed a sigh of relief when Harb returned safely.

“Nae giant boulders rollin’ through, then, eh?” the dwarf asked. “Tha’ seems a welcome change. Can we secure th’other end o’ the rope f’r all o’ us?”

Hands free, Dellrak carefully and quietly headed into the temple as well.

Perception: 1D20+5 = [10]+5 = 15

OOC: 9 goodberries available.


OOC: Death Curse: You now must spend Hit Dice to regain HP in a Long Rest (as well as a Short one) and you only regain 1 HD at the end of a Long Rest. Additionally, Short Rests take 2 Hours. Everything else about resting follows the usual book-rules.


Kasqa: 17/17 HD 3/3
Move:
Action:
Save:
Move:
Free Object Interaction:
Action:
Bonus Action: Planar Warrior
Reaction: Opportunity Attack
Conditions:
Concentration:
Inspiration:

Dellrak Character Sheet
Initiative: +1
Perception: +4
Speed: 25
AC: 15
HP: 49/49 HD: 5/5d10+2

Bolts: 18
Bolts used: 1
Arrows: 19
Arrows used:

Detect Portal (1/R): Within 1 mile
Planar Warrior: As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Primeval Awareness (action and spell slot): For one minute per level of spell slot, detect within 1 mile (6 in favored terrain) aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Spells
1) 4/4 Protection from Evil/Good (Horizon Walker), Jump, Goodberry, Longstrider
2) 2/2 Misty Step (Horizon Walker, BA), Healing Spirit


Rodrigo Di Castalone - male human fighter
Miss Imogen - female samurai, party member, Zhentarim
Chrysagon - male aasimar paladin, Order of the Gauntlet, Kelemvor
Harb - male human monk
Myrral - Tabaxi bard?
Qawasha (NPC) - Chultan druid
Kupalue (Weed, NPC) - vegepygmy
Hu’plo (NPC) Chultan
Kasqa (NPC) - Chultan warrior
 

Carefully stepping on the moss-covered mosaic, Harb, Immogen, and Dellrak investigated the inner chamber. Harb eyed the statues of the archers warily while Imogen looked at the mossy mosaic. She noticed a patch of the moss growing in a ridged pattern that made her feel that it might be obscuring some important detail of the mosaic's overall picture.

Meanwhile, Dellrak investigated the walls and was easily convinced that the ways into the rooms behind the hallway's arrow-slits (the ones with the large serpent statues) were secretly behind two of the archer-statues at the south-west and south-east sides of the main chamber, and could be relatively easily shoved aside.
 

gargoyleking

Adventurer
Harb moved cautiously into the room and headed towards the nearest statue on the left. Looking at it he hoped to tell if there was any indication the statue could move. Scratch marks on the stone or cracks near the joints perhaps.
 

Harb could see no method by which the statues should be able to move or to fire their arrows (the quivers themselves were encased in stone, and the bows, if they had ever been strung, had long lost their strings to decay). However, he noticed that one of the nearby statue's faces was crumbled and peering closely with his torchlight, he saw the hint of dried flesh and bone beneath the crumbled stone.

These were not statues. In fact, they were mummified human remains encased in dry, hardened clay.
 

gargoyleking

Adventurer
Even Harb, used to death shuddered at the realization. Still, he moved cautiously, makingnhis way to the place they presumed to expect to find a way into the rooms behind the arrow slits and searched for a door or other way in.
 

Neurotic

I plan on living forever. Or die trying.
Myrral enters fretfully, his ears laid back, half-snarl forming and his movements slow. He moves in half-crouch as if expecting something to crush him in a moment.

When nothing happens for several minutes as the group explores he relaxes a bit, but still occasionally looks up at the unfamiliar solid ceiling.

"You know, I'm aware of the concept of stone houses and solid shelters. But actually to be in one...how can you people stand it for days at a time? No air, no light...this is...I know it is a ruin, but there are not enough openings for this to be fresh regardless of the inhabitants."

He looks around some more as his natural curiosity pulls him after the group
"There are advantages, no fire will harm this, no storm can blast it...but still. In case of an attack, you can exit only through fixed holes in the walls, you cannot make your own and surprise enemies. And if you're human, you don't see anything without artifical light. Strange."
 

KahlessNestor

Explorer
Omu/Moah’s temple ruins
Afternoon
Round 0

“We can get t’ the rooms behind,” Dellrak noted, finding the statues. He put his shoulder to the statue on the southwest side and pushed, attempting to move it to get to the room behind.

Athletics: 1D20+7 = [6]+7 = 13

“Ain’t nothin’ like stone f’r defense,” Dellrak told Myrrul. “A guild door is a choke point. Ye c’n ‘old off an army. Or these arrow slits,” he pointed out. “Guid, solid stone.”

OOC: 9 goodberries available.


OOC: Death Curse: You now must spend Hit Dice to regain HP in a Long Rest (as well as a Short one) and you only regain 1 HD at the end of a Long Rest. Additionally, Short Rests take 2 Hours. Everything else about resting follows the usual book-rules.


Kasqa: 17/17 HD 3/3
Move:
Action:
Save:
Move:
Free Object Interaction:
Action:
Bonus Action: Planar Warrior
Reaction: Opportunity Attack
Conditions:
Concentration:
Inspiration:

Dellrak Character Sheet
Initiative: +1
Perception: +4
Speed: 25
AC: 15
HP: 49/49 HD: 5/5d10+2

Bolts: 18
Bolts used: 1
Arrows: 19
Arrows used:

Detect Portal (1/R): Within 1 mile
Planar Warrior: As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Primeval Awareness (action and spell slot): For one minute per level of spell slot, detect within 1 mile (6 in favored terrain) aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Spells
1) 4/4 Protection from Evil/Good (Horizon Walker), Jump, Goodberry, Longstrider
2) 2/2 Misty Step (Horizon Walker, BA), Healing Spirit


Rodrigo Di Castalone - male human fighter
Miss Imogen - female samurai, party member, Zhentarim
Chrysagon - male aasimar paladin, Order of the Gauntlet, Kelemvor
Harb - male human monk
Myrral - Tabaxi bard?
Qawasha (NPC) - Chultan druid
Kupalue (Weed, NPC) - vegepygmy
Hu’plo (NPC) Chultan
Kasqa (NPC) - Chultan warrior
 


Neurotic

I plan on living forever. Or die trying.
Omu/Moah’s temple ruins
Afternoon
Round 0
“Ain’t nothin’ like stone f’r defense,” Dellrak told Myrrul. “A guild door is a choke point. Ye c’n ‘old off an army. Or these arrow slits,” he pointed out. “Guid, solid stone.”
"But...but...they are choke points for you too. You cannot get out, you cannot surprise the enemy or remove yourself from the overwhelming attack. And you cannot get the cubs out to run into the jungle."

The bard remains near the door, trying to understand this strange idea that being closed in is better than being free to hide somewhere outside. With organized warfare essentially unknown among the tribes this might take some time.
 

KahlessNestor

Explorer
Omu/Moah’s temple ruins
Afternoon
Round 0

“Aye, but ye c’n lock doon an’ hunker in,” Dellrak said. “A guid stone wall will last a guid long while keepin’ th’enemy oot. An’ if yuir smart, ye build in secret ways oot, jus’ in case,” the dwarven ranger told Myrrul. “A guid strong’old allows a small number o’ forces t’ control a larger area, ‘cause there’s a safe place t’ retreat tae.”

OOC: 9 goodberries available.


OOC: Death Curse: You now must spend Hit Dice to regain HP in a Long Rest (as well as a Short one) and you only regain 1 HD at the end of a Long Rest. Additionally, Short Rests take 2 Hours. Everything else about resting follows the usual book-rules.


Kasqa: 17/17 HD 3/3
Move:
Action:
Save:
Move:
Free Object Interaction:
Action:
Bonus Action: Planar Warrior
Reaction: Opportunity Attack
Conditions:
Concentration:
Inspiration:

Dellrak Character Sheet
Initiative: +1
Perception: +4
Speed: 25
AC: 15
HP: 49/49 HD: 5/5d10+2

Bolts: 18
Bolts used: 1
Arrows: 19
Arrows used:

Detect Portal (1/R): Within 1 mile
Planar Warrior: As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Primeval Awareness (action and spell slot): For one minute per level of spell slot, detect within 1 mile (6 in favored terrain) aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Spells
1) 4/4 Protection from Evil/Good (Horizon Walker), Jump, Goodberry, Longstrider
2) 2/2 Misty Step (Horizon Walker, BA), Healing Spirit


Rodrigo Di Castalone - male human fighter
Miss Imogen - female samurai, party member, Zhentarim
Chrysagon - male aasimar paladin, Order of the Gauntlet, Kelemvor
Harb - male human monk
Myrral - Tabaxi bard?
Qawasha (NPC) - Chultan druid
Kupalue (Weed, NPC) - vegepygmy
Hu’plo (NPC) Chultan
Kasqa (NPC) - Chultan warrior
 

Dellrak spoke as he shoved the 'statue' out of the way of a secret door. Some of the hard stone-looking clay that encased the mummified body crumbled off as it moved, scattering across the floor. Miss Imogen had been inspecting the mosaic (having noticed that there was perhaps, some of the ancient Chultan cuneiform writing there, obscured by the brown moss. As clay chips scattered across the mosaic, the image shifted from one of a serpent fighting a monkey, to the serpent opening its jaws and swallowing the monkey. As that image shifted, the exit hallway's floor crumbled away revealing a long deep trough with slime-covered spikes at the bottom.

Worse still, the popping crumbling noise of the shifting and falling rock did not stop, as the 'statues' began to move, reaching in to formerly-stone pouches and stringing their bows, as the stone crumbled from their quivers, revealing surprisingly preserved arrows. The now-animate mummified bodies moved quickly, but they still possessed no lower half - they were stuck in place attached to the walls of the Serpent's Shrine.

GM: Encounter: The Sticks vs Archers at the Shrine of Mao in Omu
View attachment 121253
Locations:
(BGs) Archer1 (Q17); A2 (O17); A3 (O14); A4 (O12); A5 (O10); A6 (R10);
A7 (U10); A8 (X10); A9 (X12); A10 (X14); A11 (X17); A12 (V17);
(PCs) Dellrak (W17); Imogen (V14); Harb (Q13); Myrral (S17); Rodrigo (T24);
(NPCs) Braapp (W29); Grrol (P27); Weed (T36); Ukee (O36)
(General Features) Visibility: Inside "Darkness" (Harb has a torch); Outside "Bright Light"
Terrain: "Spiked Pit" (S18-T23) (Rodrigo has a rope)
Name * AC * HP * Hit Dice * PasPrc * Spells * (Notes)
(PCs)
Dellrak AC15 HP 49/49 (Res Psn) HD 5/5 PP15* SS 4/4 2/2
Harb AC15 HP 33/33 HD 5/5 PP14 KI 4/4
Imogen AC17 HP 38/38 THP 0/5 HD 4/4 PP12 SS 2/2 FS 3/3
Myrral AC14 HP 34/34 HD 5/5 PP17* SS 4/4 3/3 2/2 Ins 3/3
Rodrigo AC18* HP 44/44 HD 5/5 PP15 SD 4/4
(NPCs)
Braapp AC14 HP 33/33 HD 6/6 PP13*
Grrol AC14 HP 33/33 HD 6/6 PP13*
Kupalue (Weed) AC13 HP 9/9 HD 2/2 PP12*
Ukee AC12 HP 3/3 HD 1/1 PP13
Name * Damage Taken * (Notes)
Archer1
0; A2 0; A3 0; A4 0; A5 0; A6 0;
A7 0; A8 0; A9 0; A10 0; A11 0; A12 0;
Begin Round One
 

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