This post has potentially manipulated dice roll results.
As Tengen sits with the ghost children while the others search downstairs she feels something overwhelming press against her mind, a second later her eyes roll back up into her head and a low moan escapes her lips.
"Tengen-Vessel, you have done well but I fear greater challenges are ahead. You will need more Tengen-Vessel, more power if you are to face them. I grant you the gift of vision not normally granted to humankind, you will see through all darkness and can see magical emanations if you choose. I also give you the power to protect one of your companions against fiends or the undead, I believe this may be of use to you. Return now and continue the fight, my blessings to you."
Tengen comes round shaken and sweating but feeling energised and powerful.
Hit point roll9 or 6
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Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
This post has potentially manipulated dice roll results.
(Retcon, Rosa takes the rest of the things from the chest in case we need it. If no one objects he'll burn the cult things, saying they need to be destroyed. )
5 or 7
The fighting and damage seems to have honed Rosa's senses even more.
Looking down the cobwebbed stairs Milamber lets out a whispered oath and prepares a firebolt with the intention of sending it down to burn away the cobwebs and make walking down less.....dirty. As his hand begins to glow red he then thinks of the possible consequence. "Do you think me burning away the cobwebs might light this place on fire?" he asks looking at his companions?
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"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Rosa says, "We have torches for a reason, but I can make some light if you don't want fire." His hand once again touches his hair, and it lights up, this time with a yellow light (like from the sun).
(Just waiting on Arkanon to update to level 2 before we proceed down the stairs. I will ask that you give me a marching order for this as it's really only wide enough for a single person to go down at a time.)
(Nope, you gain all features and abilities and new spells and such. The magic of Barovia is a strange one and makes things behave strangely! ;) It may not work that way through the entire adventure, but for now it does.)
(Marching order: Rosa, Tengen, Milamber, Grythek, Muirdan, Arkanon. In the absence of any other stated positions, this is the marching order we'll start with.)
You all begin to make you way down the stairs, slowly winding you way down for what feels like ten minutes, your descent into pure darkness made a bit easier by Rosa's glowing hair. The webbing makes the going slow and dim. After your painfully slow, yet quiet, descent, you find yourself facing a small hallway that ends in a T-intersection, some ten feet in front of you. Unlike the house above, this space is not constructed or maintained in the meticulous manner of the first two floors, neither does it have the decaying opulence of the third floor and attic. No, this appears to be a narrow tunnel carved from the very earthen material on which the house stands. Rough-hewn rock and crudely removed clay forms a tunnel that is only four feet wide and about seven feet high. Every five feet, thick timber bracket the sides and top of the tunnel. Thanks to the torch, you can see reasonably well, however, it is only as bright as Rosa's fabulous hair makes it. Zero ambient light exists here.
Along the floor you can see human footprints running every direction, though without careful and knowledgeable inspection it is hard to say how old they are. To make matters worse, as soon as you exit the stairs, you are surrounded by an incessant chanting echoing throughout the tunnels, both ethereal and horrifying in tone and rhythm. Try as you might, you cannot ascertain a direction or a source of the eerie sound.
This post has potentially manipulated dice roll results.
Tengen can see perfectly well in the darkness but casts light onto her orb in order to help the others out underground. Seeing the footprints she pauses and whispers to the others "We may well not be on our own down here" she tries to inspect the footprints to see if they can tell her anything after a moment of silent communion with her benefactor (guidance before investigating the footprints
This post has potentially manipulated dice roll results.
Hearing "we may not be alone," Muirdan casts Light onto his hammer, before murmuring a quit prayer and straining to find anything behind them, essentially recreating Tengen's manuver in the rear.
Rosa, as you peer down the western path, you can see that the hallway stretches down with several doorways on both sides of the hall. To the east, you see a two doorways and the wall indicating a turn in the path.
This post has potentially manipulated dice roll results.
"I think we should see how far we can see down the other corridors before we decide which way to go" Tengen says moving carefully to the intersection facing south to see what is there
Perception 6
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Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Tengen, you approach the hallway and head carefully down to find that it forks to either side. You can see a pair of heavy slabs, clearly meant to close off the resulting spaces leaned against the walls. To the east is a blank stone slab, to the west is a slab with the name "Walter Durst" carved into the surface. These are likely meant to be crypts.
Ongoing Map:
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As Tengen sits with the ghost children while the others search downstairs she feels something overwhelming press against her mind, a second later her eyes roll back up into her head and a low moan escapes her lips.
"Tengen-Vessel, you have done well but I fear greater challenges are ahead. You will need more Tengen-Vessel, more power if you are to face them. I grant you the gift of vision not normally granted to humankind, you will see through all darkness and can see magical emanations if you choose. I also give you the power to protect one of your companions against fiends or the undead, I believe this may be of use to you. Return now and continue the fight, my blessings to you."
Tengen comes round shaken and sweating but feeling energised and powerful.
Hit point roll9 or 6
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
(Retcon, Rosa takes the rest of the things from the chest in case we need it. If no one objects he'll burn the cult things, saying they need to be destroyed. )
5 or 7
The fighting and damage seems to have honed Rosa's senses even more.
Forgot to roll: 4
PbP Character: A few ;)
Looking down the cobwebbed stairs Milamber lets out a whispered oath and prepares a firebolt with the intention of sending it down to burn away the cobwebs and make walking down less.....dirty. As his hand begins to glow red he then thinks of the possible consequence. "Do you think me burning away the cobwebs might light this place on fire?" he asks looking at his companions?
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
“Perhaps... “ says the ranger “... be careful ok?”
PbP Character: A few ;)
"Or just don't make such a fuss and we'll just head down normally." Tengen looks down the staircase trying out her new ability to see in the dark.
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Rosa says, "We have torches for a reason, but I can make some light if you don't want fire." His hand once again touches his hair, and it lights up, this time with a yellow light (like from the sun).
(Just waiting on Arkanon to update to level 2 before we proceed down the stairs. I will ask that you give me a marching order for this as it's really only wide enough for a single person to go down at a time.)
Rosa will go first with the light, using his greatsword to kind of cut through the cobwebs.
(regarding level 2, I'm assuming this is only a hp update and not a full-rest-pick new spells situation)
(Nope, you gain all features and abilities and new spells and such. The magic of Barovia is a strange one and makes things behave strangely! ;) It may not work that way through the entire adventure, but for now it does.)
(Marching order: Rosa, Tengen, Milamber, Grythek, Muirdan, Arkanon. In the absence of any other stated positions, this is the marching order we'll start with.)
You all begin to make you way down the stairs, slowly winding you way down for what feels like ten minutes, your descent into pure darkness made a bit easier by Rosa's glowing hair. The webbing makes the going slow and dim. After your painfully slow, yet quiet, descent, you find yourself facing a small hallway that ends in a T-intersection, some ten feet in front of you. Unlike the house above, this space is not constructed or maintained in the meticulous manner of the first two floors, neither does it have the decaying opulence of the third floor and attic. No, this appears to be a narrow tunnel carved from the very earthen material on which the house stands. Rough-hewn rock and crudely removed clay forms a tunnel that is only four feet wide and about seven feet high. Every five feet, thick timber bracket the sides and top of the tunnel. Thanks to the torch, you can see reasonably well, however, it is only as bright as Rosa's fabulous hair makes it. Zero ambient light exists here.
Along the floor you can see human footprints running every direction, though without careful and knowledgeable inspection it is hard to say how old they are. To make matters worse, as soon as you exit the stairs, you are surrounded by an incessant chanting echoing throughout the tunnels, both ethereal and horrifying in tone and rhythm. Try as you might, you cannot ascertain a direction or a source of the eerie sound.
Ongoing Map:
Tengen can see perfectly well in the darkness but casts light onto her orb in order to help the others out underground. Seeing the footprints she pauses and whispers to the others "We may well not be on our own down here" she tries to inspect the footprints to see if they can tell her anything after a moment of silent communion with her benefactor (guidance before investigating the footprints
Investigation 10 + 4 from Guidance
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Aside from knowing they are human in nature, you can tell that they are very old. Likely as old as the skeletons you encountered above, if not older.
Trying to put aside the echoing voices Grythek kneels to look at the footprints
( Survival?: 5 If investigation is more appropiate just subtract 3 from that roll, or let me know and I’ll roll again Edit: Never mind)
As he is moving towards the footprints, he stumbles with Tengen and steps onto the footprints.
“Ups...”
PbP Character: A few ;)
Hearing "we may not be alone," Muirdan casts Light onto his hammer, before murmuring a quit prayer and straining to find anything behind them, essentially recreating Tengen's manuver in the rear.
Investigation: 7 + 3 from guidance
Rosa will go up to the intersection slowly, and look both ways trying to see anything amiss
Perception 18
Rosa, as you peer down the western path, you can see that the hallway stretches down with several doorways on both sides of the hall. To the east, you see a two doorways and the wall indicating a turn in the path.
Ongoing Map:
"I think we should see how far we can see down the other corridors before we decide which way to go" Tengen says moving carefully to the intersection facing south to see what is there
Perception 6
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Tengen, you approach the hallway and head carefully down to find that it forks to either side. You can see a pair of heavy slabs, clearly meant to close off the resulting spaces leaned against the walls. To the east is a blank stone slab, to the west is a slab with the name "Walter Durst" carved into the surface. These are likely meant to be crypts.
Ongoing Map: