Congratulations on finishing Chamber 3!
XP and Treasure
You each gain 125 xp. That should bring your accumulated total to 445 xp.
You found 2 pp; let's auto-convert that to 200 / 6 = 34 gp for each of you.
The cold-iron dagger is worth 100 gp, but I will assume you do not sell it unless I hear otherwise.
The gem holding the spirit is also worth a whopping 900 gp, but I'll assume you do not sell it yet.
Extended Resting
Extended rests are available for 5 points. A short rest is free.
Scoring Breakdown
Primary Objective:
- Fit the skull into the brass door (5 points)
Secondary Objective:
- Slay the ogre (3 points)
Minor Objectives (1 point each): - Find and take the scrap of preserved human flesh
- Break open the chest without triggering the trap
- Have no dungeoneer take damage from the steam vent trap
- Having no dungeoneers fall unconscious (2 out of 2 points)
Total points accumulated = 16+13=29
Where to go next? Allow me to describe briefly the three areas you can head into:
Chamber 9: Beyond the door, with its odd skull key, is a short cooridor that opens into a gruesome chamber, whose floor is covered in thick, flowing blood.
or perhaps you'd prefer...
Chamber 4: When you return to the first chamber, you see a secret door has opened. Beyond is a narrow passageway, choked with dust and cobwebs.
or maybe...
Chamber 5: When you were last in this area, it was simply a treasure cache. It has changed. Now you see a hall; a series of vestibules connected by slightly raised platforms. Strange translucent curtains separate the vestibules.
OOC: Don't read anything into the change from closet to chamber. It was simply a design conversion difference between Bulmahn's original and Sersa V's fourthcore version.
Choose and Perish!

OOC: Lohmi could probably use the cold-iron dagger. Would be useful against outsiders, right? Lohmi will hold on to the gem.
ReplyDeleteI don't like the looks of Chambers 9 and 4. How about we try 5?
I vote we just do a short rest.
BTW, if you guys want to do "Chamber 9", there will be a 3-5 day pause while I convert the Bulmahn Pathfinder version to 4E/Fourthcore.
ReplyDeleteOCC: Chamber 5 sounds like a good place to start. I would agree with that initially. Alas, I have no powers that grant HP without using surges. I'd recommend some healing potions for those in need.
ReplyDeleteOCC: I like the idea of Chamber 4 and 5. 9 sounds scary. I'd also like to take a short rest and would love to use healing surges to get up closer to maximum healing surge.
ReplyDeleteOOC: I like the mystery of #4, but if the majority go with #5, totally fine here.
ReplyDeleteOOC: If I'm reading this right, you want:
ReplyDelete1. Short rest, but not an extended rest. Let me know how many surges you want to spend, or if you want me to auto-spend them for you. I have updated the Vitals tab with the most current information for you to make those decisions.
Finding and Joryn need food, badly! Remember, don't shoot the food.
AND
2. Proceed to Chamber 5.
Correct?
OOC: you can auto spend my healing surges up to full (or within 5 of full).
ReplyDeleteChamber 5 sounds rad.
I'm going to not spend any healing surges.
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ReplyDeleteJoryn now has 33 hp (out of 35) and 8 surges (out of 14) remaining.
ReplyDeleteI'll spend two standard surges, as well as a third in conjunction with a healing potion which should give me 24 points, taking me up to 27 if I've done my maths correctly.
ReplyDeleteRemind me what we can do about the rot grub infestation.
Tharl spends one surge and walks to the entrance of room 5 to take a closer look.
ReplyDeleteFinding is up to 27 hp, is down 1 healing potion, and has 2 healing surges remaining.
ReplyDeleteTharl has 36 hp and 5 healing surges remaining.
Thank you Dan for making me re-read those Disease rules! You do get a end-encounter saving throw to see if you are truly infected. Finding SAVES. Joryn SAVES. Lohmi SAVES. Jesus SAVES. Everybody SAVES! Nobody is diseased.