1. Basic Adventuring

Basic Adventuring

Referee: You move through the dusty crypt with caution. As you round the corner, your torchlight reveals that it opens up to a large chamber. The flagstone in front of you appears raised higher than the others and there are slots in the wall behind you. What do you do?

Ordulf: I take out my waterskin and pour some water on the ground near the raised stone to see what happens.

Referee: The water travels between the stones and drips down once it reaches the raised stone. It looks like it goes below the visible floor as if the stone is a false floor.

Hilda: I’d like to take my shield and press it up against the slots in the wall.

Ordulf: And I’d like to leap across the raised stone.

Referee: Okay, Hilda, you can do that. Ordulf, roll 3d6 to make a test with disadvantage as this is a fairly long jump and you don’t have space to get a lead up. Regular target of 7.

Ordulf: Hmm, I rolled an 6.

Referee: That’s less than a 7. You start with what looks like a good run up, considering, but don’t quite make the jump you need. You end on the edge of the pressure plate and it begins to depress. You all hear a click. Hilda, you hear the sounds of darts being loosed from their slings and then they hit your shield, lower its usage it by 1 but no darts get past your barrier and the plate remains down.

Ordulf: What do I see when I’m in the room?

Referee: The room you stand in appears to be a 30’ by 30’ square room, with a raised, stone dais holding a chest in the middle. It is otherwise bare and dusty.

Hilda: I tell my henchman to keep holding the shield up to the wall so we can continue on, in case there’s more darts ready to fire as I walk into the room with Ordulf.

Ordulf: I approach the dais cautiously, looking for anything out of place or valuable. I want to take my time to do this.

Referee: How are you searching? Are you prodding, feeling it out, or what?

Ordulf: I guess I’m walking around it, is it a circle? How high off the ground is it?

Referee: Okay, since you’re taking your time, make sure you count that for your torches. Yes, it’s circular and it’s only a few feet above the floor. You don’t see anything out of the ordinary about this dais. There’s no indications of traps or locks and the chest on top looks ornately carved out of wood. Some of the carvings on the chest appear to depict a tale of one of the warrior-kings who first conquered this land from the First Men though you can’t quite be sure which one.

Ordulf: I go up to the chest and open it.

Hilda: No, wait, what if-

Referee: Too late, Hilda. Ordulf, you open the treasure chest to find inside piles of silver, jewelry, and and an intricately made helmet befitting of a true warrior-king, decorated with inlaid gold and and crested in the shape of a boar, the hair still in place. You also find a well-made, matching sword, with its pommel being the symbol of the Brass Sun.

Ordulf: I take the helmet and sword from the chest.

Referee: As you do, a ghostly apparition appears in front of you. In a deep, booming voice, coming from seemingly nowhere and everywhere, you hear, “Who disturbs my rest? Who dares to take the Crown of Henga?” You recognize the name Henga as one of your peoples’ legendary conquerors of Loecer and founder of the Kingdom of Gwynt, a descendant of the gods themselves.

Hilda: I told you!