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Aelonn (dwightm)
2/28/2012 4:55:43 PM
PostID: 418742
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"Looks like quite a few critters been using these stairs, not sure what though. Definitely not human, but not that skulky thing either. And these marks here looks a bit diff'rent from the rest..."
Aelonn struggles to remember if he's ever seen a track like this before. Knowledge check: 14 Secure Rolls: Knowledge check 1d20(15)-1 = 14
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Kelzanarr (cooneypete)
2/29/2012 3:35:50 PM
PostID: 418784
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Kelzanarr waits to see what Aelonn can tell him...
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Game Master (Smash)
2/29/2012 4:48:26 PM
PostID: 418790
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After Aelonn points out the print, you can all sort of make it out.
Ditch as the Skulk expert agrees whole heartedly that, (paraphrased of course) "This is most likely, almost very definitely, surely a resemblance to the shape and size of what I would guess a skulk foot print would look like."
Ditch claims he knows more about the 'claws' as well. He thinks they are called 'Dark Ones', shadow creatures that are like halflings but are native to the shadow realm. They are infamous for their Inability to craft beutiful or useful objects. Their workmanship is always shoddy.
..He goes into a story of how they once got weapons and armor that shattered on contact.
Thus they are a race of theives, stealling everything, including artisans to make them things. They target other outcasts, (like thieves guilds, bandits, other raiders)
Something is funny though. Skulks and Dark Ones don't get along... let alone live in the same area.. Hmmmm. Secure Rolls: dungeoneering 1d20(19) = 19
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Aelonn (dwightm)
3/1/2012 12:51:13 AM
PostID: 418808
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"OK - well, if these 'Dark Ones' have a habit of stealin' people, then they just might be the ones we're lookin' fer. And the oracle's prophecy did say sumthin' about a dwarf or half a dwarf or sumthin' like that. So if these 'Dark Ones' are short folk, maybe that's what it means."
Aelonn pulls his sword from its sheath.
"I reckon we best keep goin'. Miss Jessica? You doin' alright?"
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Game Master (Smash)
3/1/2012 4:07:47 AM
PostID: 418818
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You go down to the next landing. The staircase decends another 20 ft.before opening into a room. From this landing, you can har strands sounds emanating from the chamber below. Specifically chirping birds, rustling leaves, and cheery giggles. The landing itself is bare save for another iron sconce on the wall. This one is empty.
I'll have an updated map once you get to the room.. or.... The stairs continue to your right (left on the map) You can see only the first 5 ft. of the foor of the room, so you don't know how big the room is. It's not lit. Jessica's light is the only illumination source that you have.
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Kelzanarr (cooneypete)
3/1/2012 11:09:38 AM
PostID: 418826
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Kelzanarr nods. "Pitch, go in and investigate the room. Whistle once if it is safe to enter, or whistle twice if you need help."
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Game Master (Smash)
3/2/2012 12:29:27 AM
PostID: 418858
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Pitch taps his chest twice acknowledging the command and starts to sneak slowly down the next 20 ft. to the edge of Jessica's light.
At the bottom of the stairs, he peers in for what seems as an inordinate ammount of time, then turns around and gives you the thumbs up as he puckers his lips and lets out a whistle that can be heard over the sounds of birds. Secure Rolls: Stealth 1d20(10)+11 = 21 traps 1d20(10)+11 = 21 Perception 1d20(15)+6 = 21 Can Pitch whistle? DC 10 1d20(16)-1 = 15
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Game Master (Smash)
3/2/2012 12:34:49 AM
PostID: 418860
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On Pitch's signal, you follow his footsteps down to the entrance to the room. As Jessica gets closer, her light lights up the interior space more. When you get to Pitch's position he says, "eh, boss. Pitch can see dis room mucho bettah now." He takes another look in the room then Waves his hand to beckon you foward. Now proud to lead the pack! "Follow me!"
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Game Master (Smash)
3/2/2012 12:51:31 AM
PostID: 418861
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You decend and follow Pitch to the middle of the room.
The staircase ends at a forty foot square room with a ten foot high ceiling. A slight draft blose into the room from a ten foot wide open passage in the far wall, directly across from the stairs. Two four foot diameter circular doors are set into the middle of the south wall. Each door is made of wood and framed with a ring of mortared stones... like before.. The westernmost door is closed and inscribed with a glyph. The easternmost door bears a different glyph but rests half-open revealing it's gearlike teeth. A dim light spills from the chamber beyond. Mounted into the walls of the room are twelve tarnished copper masks. The masks are two feet tall and cling four feet above the floor. Each one depicts a smiling gnome's visage. The soft gigling, chirping, and rustling noises seem to pour from the fery walls.
Jessica whispers to the party that the masks have magical auras. Secure Rolls: Jessica Arcana 1d20(9)+10 = 19 Jessica Arcana2 1d20(18)+10 = 28 Jessica Arcana3 1d20(16)+10 = 26
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Game Master (Smash)
3/2/2012 1:00:16 AM
PostID: 418862
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Jessica starts to head toward one of the masks located to the left of the west tunnel. "It's strongest here." As she gets to within 10 feet, the mouth of the mask moves and it begins to speak.
"Welcome to Jzadirune -- Behold the wonder! But betware, ye who seek to plunder. Traps abound and guardians peer Beyond every portal, behind every gear."
In a different and more sinister voice.. comes a line that you think was added on to the original message.
"Not only that -- but I fear. Pick up the wrong loot and soon you'll disapear! hahah....hah...hah... hah..." the laughter fades off as the message ends.
This post last edited on 3/2/2012 1:02:08 AM
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Game Master (Smash)
3/2/2012 1:19:57 AM
PostID: 418863
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M's are the location of the masks
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Game Master (Smash)
3/2/2012 1:25:42 AM
PostID: 418865
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Door on in the south / right on the map (Closest to Ditch) is the one that's ajar. Secure Rolls: Random 1d20(12) = 12 Random 2 1d20(15) = 15 Random 3 1d20(15) = 15
This post last edited on 3/2/2012 1:26:26 AM
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Aelonn (dwightm)
3/2/2012 1:49:50 AM
PostID: 418866
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OOC: Are the masks identical? Perception to spot differences in the masks: 23 Secure Rolls: Perception 1d20(18)+5 = 23
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Aelonn (dwightm)
3/2/2012 7:59:20 PM
PostID: 418895
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"Maybe this is what the oracle meant about watching out fer the doors with teeth. That door there" - Aelonn points at the partially open door - "sure looks like it's got teeeth. But did the oracle mean fer us to not go through these doors, or just to be extra careful if we do?"
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Game Master (Smash)
3/3/2012 1:27:42 AM
PostID: 418897
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The masks are NOT identical. They all represent a gnomes of all sorts (Different sexes and ages). You don't know if they are of specific individuals in history or just generic faces. however they do look like the have different expressions. Each of their mouths move as they make the various sounds that they make. They all switch between the giggling and the birds and other background sounds.
(OOC: Aelonn, you can roll whatever rolls you want. just let me know what you're rolling for and your character's thoughts. I'll see if it will require a DC or if you get a bonus to a set DC.)
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Aelonn (dwightm)
3/3/2012 10:01:01 AM
PostID: 418913
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Aelonn pauses for a moment and tried to wrap his mind around the events to date. The oracle's prophecy wasn't exactly clear, but Jessica has already helped by "leading" the way to find the secret door. Does the warning about "beware the doors with teeth" mean they should avoid the geared doors? And what exactly is "Jzadirune"? He thinks he may have heard the word in a story as a child, or maybe even in the book he was reading, but struggles to remember. Just in case, he pulls the book out again, and flips back through the pages he's read, looking for the word. (Longshot, but fishing for any bonus/help I can get!)
Insight (to guess if the prophecy means avoid the gear doors): 17 History (to remember anything about the word "Jzadirune"): 16 Secure Rolls: Insight 1d20(14)+3 = 17 History 1d20(17)-1 = 16
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Game Master (Smash)
3/3/2012 12:38:33 PM
PostID: 418918
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Aelonn, Oracles are never direct and often ladden with double speak and multiple meanings, so you're confusion is warranted. However you feel confident, when the prophecy is combined with the mask's welcome message, that you're on the right track... at least in one meaning of the prophesy .. that the teeth refer dangers with the doors. Could be they trapped? could they be a portal to the underworld? Or it could be that behind them are monsters of unimaginable horror. Life of full of dangers though. No risk, no reward!
As for the word Jzadirune, you have no clue. You don't recall anything in the book of the pages you've read so far. and as you scan through the rest of the pages, it doesn't pop up. (too many words, not enough pictures) (Roll an endurance check again pls.)
(OOC: It would be pretty obscure knowledge for an out of towner, non-Gnome like yourself so the DC was fairly high)
This post last edited on 3/3/2012 1:02:58 PM
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Game Master (Smash)
3/3/2012 12:50:42 PM
PostID: 418919
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Ditch walks up to Jessica and looks at the mask that gave the 'welcome' message. Not having found any traps, He pulls out a daggar and tries to pry the mask off the wall... to no effect.
The mask repeats the message for Ditch. Secure Rolls: Thievery (Traps) 1d20(15)+11 = 26 Wisdom 1d20(3)+1 = 4 stregth 1d20(15) = 15
This post last edited on 3/3/2012 12:52:29 PM
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Game Master (Smash)
3/3/2012 1:00:21 PM
PostID: 418920
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Pitch starts to walk over to Ditch to seeing what he's doing. But he stops in front of the closed westernmost gear door on the south wall. He thought he saw something, but shrugs and gose over to Ditch to mock him at his failed attempt.
Jessica just turns to the rest of you with big open eyes giving you the "Really?" look like she can't believe what the kobolds are doing. Secure Rolls: Perception 1d2(2)+6 = 8
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Aelonn (dwightm)
3/3/2012 1:30:54 PM
PostID: 418923
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Aelonn tries to keep his eyes open as he peruses the book, but its enchantment of ennui proves difficult to combat. Endurance: 10 (surprise, surprise)
Seeing Ditch's attempt to pry the mask off the wall: "Hey Ditch! Cut that out! We're not here to loot Mr. Ghelve's stuff!" If this is his stuff, he thinks to himself. He must know all this stuff is down here. The entrance was in his shop, behind a picture of his dad.
Being a fairly practical type, Aelonn points to the east door on the south wall. "That one's already part open. Maybe we should start there. Ditch, Pitch, insteada tryin' to grab ev'rything that ain't nailed down, can ya check that door fer traps?"
Secure Rolls: Endurance 1d20(4)+6 = 10
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