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Post by Rothgar MacRothgar on Aug 11, 2015 17:07:52 GMT -8
Do we need to do anything special to make sure those bodies won't rise again? I've never smelled such foulness.While waiting for an answer, Rothgar listens at the 2 closed doors. {Door 1}wldyu6J31d20+7 {Door 2} 1d20+7
1d20+7·1d20+7
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Post by Tessa Rothaldi on Aug 11, 2015 18:46:51 GMT -8
Perception: jzsDxlrl1d20+6
Tessa allows her music to stop as she ducks into the room. She takes in the carnage calmly, and casts detect magic to see if there is anything more to be seen.
1d20+6
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Post by Master on Aug 11, 2015 21:06:15 GMT -8
There is no magic detected in the room, apart from a fading aura on the ghouls.
The scrolls and papers littered about the shelves appear to be little more than bookkeeping and random correspondence. A few letters, both finished and unfinished, as well as lists of names and supply lists. If any of the books are opened, the pages crumble and fall apart.
Rothgar listens intently at the doors. He cannot hear anything beyond either door.
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Post by Surallel Sol on Aug 12, 2015 11:51:04 GMT -8
"The ghouls won't be getting back up. However, the pile of corpses concerns me most. They may be infected with the ghoul fever and may rise up at some point. I would suggest destroying the bodies quite thoroughly before we leave. Perhaps Ravna could set a big bomb and detonate as we leave? There is nothing of value in this room."
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Post by Tessa Rothaldi on Aug 12, 2015 17:41:25 GMT -8
At Surallel's suggestion, Tessa glances towards the walls and ceiling, trying to get an idea of just how safe such a thing might be. Is a large bomb a good idea? We don't want a cave in. And, even if it doesn't cave in, the noise will probably get the attention of anything else down here. Can't we just set them on fire, or something?
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Post by Ravna Reiersgaard on Aug 13, 2015 9:46:26 GMT -8
Mundane fire will surely do, Ravna agrees with Tessa. Moments later, she produces a small flask and holds it up. Any objections?
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Post by Rothgar MacRothgar on Aug 14, 2015 19:44:27 GMT -8
Won't that create a bunch of smoke? I'm more worried about being able to breathe than those things.
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Post by Ravna Reiersgaard on Aug 16, 2015 13:15:43 GMT -8
Ravna shrugs and puts the flask away. Let us proceed then. I'll burn them as we leave... assuming we leave the way we entered.
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Post by Surallel Sol on Aug 17, 2015 5:12:48 GMT -8
"Leave the way we entered? Why would we do that? There's a perfectly good door right here."
Surallel, with much swagger and impatience with the situation, proceeds to open the northern door on the opposite wall from whence the party entered the room with ghouls.
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Post by Master on Aug 17, 2015 6:32:40 GMT -8
The ancient door creaks and groans in protest as Surallel pushes it open. The open door leads to a hallway the turns east, trailing off into darkness. This hallway does not bear portrature like the previous halls, nor are their books on the ground along the walls. There is one prominent marking though, scrawled roughly in common on the west wall: Trash Heap----> Perception DC 20The air down this hallway smells different than the rest of the dungeon. It does not seem to smell like rotting corpses, but rather, like rotting garbage. The difference is subtle, difficult to discern, but it is there.
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Post by Surallel Sol on Aug 17, 2015 6:46:22 GMT -8
Perception:
YGbBKp8|1d20+3
"This place is a dump! Like someone's secret magical junk heap!"
Surallel expressing contempt and derision for any magic users that occupy this place yells loudly into the new hallway, seemingly for the whole dungeon to hear, "THIS IS A PRETTY TAME AND LAME MAGIC HIDEOUT! YOU OUGHT TO BE REAL ASHAMED OF YOUR SISSY WUSS MAGIC!"
Returning to the party, "Some magic users just don't bother to impress anymore. I mean ghouls? Talk about some rookie just exploring necromancy. Anybody know anything about architecture? I say we find the supports, bomb them, and cave this place in on our way back out. Nothing down here but draconian garbage and low level magic. That owlbear had more magic in it than this place."1d20+3
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Post by Tessa Rothaldi on Aug 17, 2015 18:00:26 GMT -8
Tessa looks into the room. Perception: 3_MtZMCa1d20+6
I wonder whose trash heap it is... the camp's or the person who cast the spell? She muses. The air smells different. More like garbage than flesh. Should we check it out? To be safe, I mean. 1d20+6
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Post by Rothgar MacRothgar on Aug 17, 2015 19:11:21 GMT -8
Yes, Let's check it out just in case. One man's junk is another man's treasure after all.
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Post by Master on Aug 18, 2015 9:35:30 GMT -8
Rothgar leads the way through the door, the rest of the party in tow. After the east turn, the hallway extends 40 feet to a door. The door appears to be rotten off his hinges. There is a larger room beyond, but it is cloaked in darkness from end of the hallway. Rothgar presses onward, careful to avoid any potential traps. As Rothgar approaches the door, the oppressive odor of corpses gives way to the unmistakable stench of garbage. Peering just inside the dark room, the source becomes obvious. The floor of the room is covered in refuse. Mostly, it is camp remnants, food garbage, moldering scraps of cloth or paper. Directly east of the door, is another door. This door looks more solid, and is closed tight. All players please respond.Any player entering the room{Spoiler}The garbage has been here for some time, weeks, maybe more. In addition to the camp refuse, several corpses can be seen. These are not nearly as fresh as those seen previously. Most are little more than skeletons. It is difficult to tell, but they also seem to be incomplete. A shine of metal catches the light in the northwest corner of the room. A skeletal warrior with a vaguely luminous breastplate is slumped in the corner. The head of the warrior, however, seems replaced with some sort of horrific fungal creature. Its roots and tendrils seem to be massaging the last bits of flesh from the departed warrior, each piece touched seems to dissolve into some fizzing liquid, which is then absorbed by the tendril. Knowledge (Nature) DC 14 or Profession (Gardner) 19 {Spoiler}The fungal mass is actually a Violet Fungus. They dwell underground, and like most fungus subsist on decomposing organic material. They are unlike typical fungus, in that they are mobile, and are capable of hunting and killing prey. They eat by dissolving their meal into a caustic sludge, and absorbing it through their roots. Knowledge (Nature) DC 19 or Profession (Gardner) 24 {Spoiler}Violet Fungi are very dangerous. When threatened or hunting, they typically slash or flail with extremely long tendrils, usually twice as long as the main body of the fungus. Any organic material (like skin) that comes in contact with the tendrils begins to rot with surprising speed. The Fungus' poison will eat through skin, and even muscle. Infection with the poison leaves the victim weaker and slower, therefore less able to react to continued attack. Knowledge (Nature) DC 24 or Profession (Gardner) 29 {Spoiler}Many fear the Violet Fungus and its cunning ambushes. In reality, however, the fungus does not posses a mind. More often than not, it does not ambush prey, but simply reacts to excessive movement. The virulet poison within the fungus is enough to deter predators, and its 'defense' mechanism is simply a reflex to ensure a steady food supply. The 'victims' of Violet Fungus ambushes usually stumble, unknowingly, upon the fungus, and are attacked. If anyone in the room touches anything{Spoiler}The strange mass in the corner seems to completely disregard the intrusion. That is, until the trash pile is disturbed. The creature lashes out with coiled tendrils. Attack roll vs first person to touch something{Spoiler}With exceptional reach, the medium sized fungus can reach every square in the room. Target is flat-footed sEB2fJMv1d20+6 If hit, roll Fortitude Save, vs poison. DC 17 Tendril damage 1d4+3 Poison, Strength damage 1d4 Poison, Dexterity damage 1d4
Roll Initiative1d20+1 1d20+1·1d4+3·1d4·1d4·1d20+1
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Post by Rothgar MacRothgar on Aug 18, 2015 17:18:14 GMT -8
Rothgar steps into the room and scans for signs of anything valuable. Who wants to check the area for magic, just in case?{"Perception"}2N8dz5kZ1d20+7 1d20+7
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