Aardvark's "Bring Out Your Dead's Valuables" MM Campaign (Inactive)

Game Master Troy Malovich

The group known as Architects of Fate have been given permission to explore the Necropolis of Wati, the Half-City. Who knows what they will find?

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Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

As the next door gets thoroughly examined, no signs of either danger or magic are to be found. The door is a large stone wheel of sorts, set on a track, but despite this it looks as if the size and weight of it means it would take a lot more effort to move than the previously sealed hinged doors out front.


Male Gnome Cleric 1 - 9/9HP - AC17/T13/F15 - F3 R3 W5 - +5 Perc - +2 Init - CMD11

"Let's roll this big wheel o' cheese to the side?"

If the party decides to do so, Gustar will throw his phenomenal strength behind the group effort.

STR check: 1d20 ⇒ 3


Male Gnome Sorcerer(EE)-1 | HP:7 AC:13 - T:13 - FF:11 | Fort:+1,Ref:+2,Will:+2, +4 vs illusions,Fear,Despair | Perc:+3, lowlight | init:+2 | CMB:-1 CMD:11

E-khem... Mr. Gigglephizz... Please let allow me to try.
On the off chance that the door requires less than 30lbs of pressure to move, Z'ael is casting Open.
The ancients were superb craftsmen and able to balance enormous objects so precisely that a child could move them. Watch this... Feeling particularly useful and proud of his skills, Z'ael wriggles his fingers in a tickling fashion and asks the stone to move. That's it, that's it, come on boy, roll to the side just a little. You can do it.


Stats:
HP 9/12, AC 15 (10 tch, 15 ff), Fort+4/Ref+0/Will+2, CMD 15, init+0, perception+1

Sense Motive: 1d20 ⇒ 16

Andrei senses that he's offended the young lad somehow and lets the matter drop. Patiently, he waits while Z'ael tries his magic, but stands ready to shoulder the door aside if need be.

Strength check: 1d20 + 4 ⇒ (20) + 4 = 24


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Surubi examines where the wheel is likely to move to make sure that it isn't likely to break any of the monument, and once sure that it will be safe, braces and pulls with the rest.
perception re: preserving the monument: 1d20 + 5 ⇒ (18) + 5 = 23 +1 more if this is Desert terrain.
Strength check to pull: 1d20 + 2 ⇒ (17) + 2 = 19


Morana, counting on her magically-enhanced strength, pulls and yanks at the door with her clawed and gauntleted fists.

Strength: 1d20 + 3 ⇒ (18) + 3 = 21


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Given the track on the floor and ceiling, the round door appears to roll along it. With Andrei on the west side of it, he gives it a heavy push, but only with Suru and Morana's aid does the thing even budge. Slowly it rolls along the track to reveal a roughly crescent shaped opening that is big enough for a single person to move through at a time.

Beyond the opening is a square room, starkly devoid of any markings or adornment. In the center of the chamber’s floor, a square shaft drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of rope dangles from the piton into the darkness of the shaft. The room is roughly twenty feet to a side, with the pit filling the center, a railless five foot walkway around it.

No map update yet


"Seems like someone beat us to it." Morana pouts, an unseen frown developing underneath the faceplate of her extraplanar armored suit.
She walks in, booted feet hitting the ground hard, but doesn't approach too close to the hole quite yet. "Maybe there's more to this Tomb than seems from the outside.", she says, turning to her compatriots.


Male Gnome Cleric 1 - 9/9HP - AC17/T13/F15 - F3 R3 W5 - +5 Perc - +2 Init - CMD11

"Those who built it had to come out. I mean, I assume they didn't bury the makers with the main [i]bury-ee[i]. Let's start being methodical about this, my dearest companions?"

That being said, Gustar wiggles his fingers to detect any magics. If so, he'll concentrate to discern the aura's and learn anything from it.

Knowledge Arcana: 1d20 + 5 ⇒ (1) + 5 = 6

If not, or once done with that, he'll throw an inquisitive gaze through the room to look for anything disconcerting. Like, say, a trap! And he makes sure to check out the piton - is it sturdy enough to handle the weight of a grown tall person?

Inquisitive Gaze Mark II: 1d20 + 5 ⇒ (18) + 5 = 23


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

"It's happened before, Gustar. And it ain't even uncommon in these parts. Still, I doubt that is the case here." Brennan looked more closely at the rope, reached out, and yanked on it to test its strength and that of the piton.

perception: 1d20 + 6 ⇒ (7) + 6 = 13


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Surubi uses the torch to light the walls and check for any more writing. After that, 'he' walks to the other side of the hole from the piton and rope, kneels, and holds the torch low to look down into the darkness.

perception looking down: 1d20 + 5 ⇒ (3) + 5 = 8 +1 more if this is Desert terrain.

"Could this rope really have been here the whole time?" 'he' wonders quietly.

Knowledge history for what ropes looked like back then, or knowledge-engineering for how many centuries a rope might last, anyone?

"This one will secure a fresh rope, and lower a torch to see how deep this goes. If there are no obvious dangers, this one will climb down to look for hidden ones."


Also, I've got darkvision. If we're looking down, and it goes down more than sixty feet, let me know.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

As Gustar and Brennan look over the piton and rope, they can easily tell that it's nowhere near as old as the tomb itself. That said, the rope shows plenty signs of decades of decay, it's almost thoroughly rotted, and a lot of it crumbles when handled. Regardless, it doesn't much matter, because it only goes about five feet before coming to what looks like the frayed end of a cut line. The piton, being metal, still looks serviceable.

With Suru holding the light down into the opening, Gustar can see the bottom of the shaft, albeit in shadowy light. Morana, only by putting her face to the hole, can just make out the floor below with her darkvision.

Engineering DC 15:
The walls of the shaft are well-crafted, and as such are about as smooth as any other brick wall.
DC 25 to climb, by themselves.

A nice GM reminder (don't get used to these), without the take 10 rule, and the rule of 1's and 20's, this can potentially be a very deadly hole in the ground. I suggest ensuring that you devise the safest possible way to deal with this obstacle.

Map is updated (by roughly what everyone said they were doing).


No other exits from this new room other than the 60ft. hole in the ground?

"Well, seems we've got a deep hole..anyone got any rope?" Morana asks, standing up to look around at her group.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Preferring to leave nothing to chance, Surubi pulls out 'his' own pitons and replaces the old one. "This one's fifty-foot rope will
hardly reach the bottom of this shaft. With more rope, this one could tie in loops at two-foot intervals, to use as secure hand- and
foot-holds. This one will try to secure the rope with more pitons along the way. Accidents happen even to the best of climbers, so a second rope,
tied to the climber and either held by someone strong above, or tied to the main rope, is a must - if we have enough rope?"
'He' looks
up at the other full-sized people (Andrei, Brennan, Morana), as the gnomes are clearly not carrying much.

Judging by people's character sheets, we have three 50' ropes. My meager real-life experience suggests that loops are a lot more
useful than knots, and consume just under half the rope's length, so two 50' ropes should make for a relatively easy 60' down climb. We
also have enough pitons between us to secure the rope at 5' intervals (if the wall is close enough), unless the walls are unpitonable. In any case, as far as I can see, for the (knotted rope + wall) climb DC 0, Gustar will need to roll 3 and the rest of us will need 2. The third rope, held by people up top until the last person (who ties it to the knotted rope a little at a time) maybe allows a STR check to reduce the falling damage or stop the fall etc.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Since I'm such a nice guy....
A knotted/looped rope with a wall, and climbing a corner, makes the DC -5 (which can still be failed on a 1).
However, with a strong person holding a rope tied to the climber will allow the holder to make the 'catch yourself when falling' check, vice the climber.

Now, for the accelerated climbing rule, I reverse the method. Instead of increase the DC by 10 and then you can move 1/2 speed instead of 1/4, I say any time you beat a climb or swim check by 10 you did so at 1/2 speed instead of 1/4.

So, DC -5 for 1/4 speed, or DC 5for half speed. To get to the floor it will take:
6-12 checks for a 20' speed (Gustar, Z'ael, Andrei, and Suru with 'his' sack)
4-8 checks for a 30' speed (Morana, Brennan, and Suru without 'his' sack)

Who will be the last climber and hold the rope at the top, and what order do you plan to descend in?


Stats:
HP 9/12, AC 15 (10 tch, 15 ff), Fort+4/Ref+0/Will+2, CMD 15, init+0, perception+1

"I do have a rope, which you are welcome to. I should like either to be the first to descend, in case of danger, or to hold the safety rope for the rest and descend last"


Male Gnome Cleric 1 - 9/9HP - AC17/T13/F15 - F3 R3 W5 - +5 Perc - +2 Init - CMD11

Knowledge Engineering: 1d20 + 12 ⇒ (3) + 12 = 15

"If we want to take our time, we can go to town and score some of the materials I'd need to construct a device that will allow us to go down with next to no danger. It will also let us haul any loot up .. ", the Gnome adds, knowing well that most humans have no time for Gnomish engineering unless profit is involved. "A simple tripod, a winch and plenty of rope should do the trick. That, or we buy a lot of rope, sit down and merrily engage in some handywork as we weave the individual ropes into a rope wall that we then lower into the pit."

A tripod like this, but then constructed out of wood or whatever material is at hands .. add in a winch or other contraption that lets you control the rope and tada. Right? Right?! And yes I'm a link that you can click on see you can see a picture of what I mean.

"The legs of the tripod should sink down to hit the walls. When we then hang a weight on it, it will 'drag' the legs down against the walls so the construction does all the hard work for us. The winch system should let one or two people up top easily lower a person down .. and I could even build in a slowing mechanic of sorts, if given time and money, so that the gears won't allow for too many rotations a second .. meaning that if you lose control, the device will eat the punishing weight and lower you slowly. That is, until the teeth of the gears had enough and break. Oh gosh, I'm talking way too much, my apologies."

To speed things up: if the group says yes or simply doesn't care and let Gustar do his thing, here goes:
Craft: GnoPod Climbing Enhancer Mark 1: 1d20 + 5 ⇒ (18) + 5 = 23 or if I can use profession engineering, that will be 18+9 = 27.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

"Why bother with the extra equipment?" Brennan said with a sneer on his scarred face. He knelt down, pulled a pre-knotted rope from his pack, and threaded the line through the piton in the floor. A few deft loops and he had the piton cradled in a bowline knot. As soon as another line had been knotted, he spliced it onto the first with a grapevine knot. Tugging at both ropes, he smiled and dropped the rope into the hole. "No hammering pitons or shouting until I've scouted out the bottom." he said before beginning his climb. "I'll yank on the rope 2 times if it is okay to come down. Of course, any screaming might indicate otherwise."

Spoiler:

climb: 1d20 + 4 ⇒ (10) + 4 = 14
climb: 1d20 + 4 ⇒ (6) + 4 = 10
climb: 1d20 + 4 ⇒ (15) + 4 = 19
climb: 1d20 + 4 ⇒ (14) + 4 = 18
climb: 1d20 + 4 ⇒ (3) + 4 = 7
climb: 1d20 + 4 ⇒ (10) + 4 = 14

Every 10 feet or so, Brennan stopped climbing and listened, also looking down to the bottom to see if there was any light showing. As he neared the bottom, he pulled back the shield on his lantern just enough to throw a little light down and see what awaited.

perception: 1d20 + 6 ⇒ (16) + 6 = 22


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Brennan hops over the lip of the hole in the floor, and begins his descent. The climb is fairly easy for him, making it most of the way before it becomes too dark to see and he has to apply the light from his lantern. The last ten feet of the shaft is just open space as he enters through the ceiling of the room below.

The room is decorated with mirrored images of a warrior in side profile, facing inward, carved on an ornate pair of stone doors in the west wall of this square room. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. A crumpled humanoid body lies directly in front of the doors. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body. The square shaft in the ceiling sits centered on the ceiling of the room.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

"Perhaps complicated contraptions could be built later, if the tomb proves to be extensive enough," Surubi says to Gustar as Brennan grabs the rope 'he' just finished knotting and starts climbing down. "For now, a simple harness will protect you if you slip," 'he' continues, accepting Andrei's rope and tying it around Gustar.

"Thank you, Mister Constantin," 'he' says. "Would you hold the free end of this rope, letting out just enough for Mister Gigglephizz to climb? This one will be just below the gnome, to catch him if all else fails."

Assuming Gustar and Andrei don't protest and Brennan tugs the rope twice as agreed, Surubi will climb down slowly as soon as Gustar is tied in. "Mister Breccia, let this one come back up to watch out for you before you begin your descent."

Surubi stays just under the gnome at all times so that she can catch him if he falls.

At 1/4 of 20' move (Gustar and Z'ael), that's 6-12 climb checks, depending on luck, on the way down. At DC -5, Surubi can't fall, and makes progress as long as she doesn't roll a 1.

climbing down with Gustar:

Climb Check with Gustar 1: 1d20 + 1 ⇒ (10) + 1 = 11
Climb Check with Gustar 2: 1d20 + 1 ⇒ (9) + 1 = 10
Climb Check with Gustar 3: 1d20 + 1 ⇒ (12) + 1 = 13
Climb Check with Gustar 4: 1d20 + 1 ⇒ (6) + 1 = 7
Climb Check with Gustar 5: 1d20 + 1 ⇒ (16) + 1 = 17
Climb Check with Gustar 6: 1d20 + 1 ⇒ (13) + 1 = 14
Climb Check with Gustar 7: 1d20 + 1 ⇒ (5) + 1 = 6
Climb Check with Gustar 8: 1d20 + 1 ⇒ (3) + 1 = 4
Climb Check with Gustar 9: 1d20 + 1 ⇒ (12) + 1 = 13
Climb Check with Gustar 10: 1d20 + 1 ⇒ (17) + 1 = 18
Climb Check with Gustar 11: 1d20 + 1 ⇒ (2) + 1 = 3
Climb Check with Gustar 12: 1d20 + 1 ⇒ (13) + 1 = 14

Gnome-catching check (DC 5 to catch, DC 1 to not fall) in case necessary:

Gnome Catching: 1d20 + 1 ⇒ (5) + 1 = 6

And here are the 4 to 8 climb checks for Surubi's return to the top:

Climbing back up:

Climb up check 1: 1d20 + 1 ⇒ (3) + 1 = 4
Climb up check 2: 1d20 + 1 ⇒ (1) + 1 = 2
Climb up check 3: 1d20 + 1 ⇒ (13) + 1 = 14
Climb up check 4: 1d20 + 1 ⇒ (1) + 1 = 2
Climb up check 5: 1d20 + 1 ⇒ (11) + 1 = 12
Climb up check 6: 1d20 + 1 ⇒ (4) + 1 = 5
Climb up check 7: 1d20 + 1 ⇒ (19) + 1 = 20
Climb up check 8: 1d20 + 1 ⇒ (16) + 1 = 17

Then same story with Z'ael in place of Gustar, unless something interferes.

Climbing with Z'ael:

Climb Check with Z'ael 1: 1d20 + 1 ⇒ (19) + 1 = 20
Climb Check with Z'ael 2: 1d20 + 1 ⇒ (11) + 1 = 12
Climb Check with Z'ael 3: 1d20 + 1 ⇒ (19) + 1 = 20
Climb Check with Z'ael 4: 1d20 + 1 ⇒ (10) + 1 = 11
Climb Check with Z'ael 5: 1d20 + 1 ⇒ (19) + 1 = 20
Climb Check with Z'ael 6: 1d20 + 1 ⇒ (4) + 1 = 5
Climb Check with Z'ael 7: 1d20 + 1 ⇒ (16) + 1 = 17
Climb Check with Z'ael 8: 1d20 + 1 ⇒ (14) + 1 = 15
Climb Check with Z'ael 9: 1d20 + 1 ⇒ (16) + 1 = 17
Climb Check with Z'ael 10: 1d20 + 1 ⇒ (10) + 1 = 11
Climb Check with Z'ael 11: 1d20 + 1 ⇒ (7) + 1 = 8
Climb Check with Z'ael 12: 1d20 + 1 ⇒ (15) + 1 = 16

Gnome-catching check (DC 5 to catch, DC 1 to not fall) in case necessary:

Gnome Catching Z'ael: 1d20 + 1 ⇒ (11) + 1 = 12


Stats:
HP 9/12, AC 15 (10 tch, 15 ff), Fort+4/Ref+0/Will+2, CMD 15, init+0, perception+1

Andrei waits at the top with the safety rope tied to his belt as each climber descends.

"Your skill does you credit," he remarks to Surubi with a smile as he makes repeated climbs to ferry down the shorter members of the party.


Male Gnome Cleric 1 - 9/9HP - AC17/T13/F15 - F3 R3 W5 - +5 Perc - +2 Init - CMD11

Gustar starts taking off his armor. He ain't none too happy about the prospects of having to climb down! He then joins Surubi.

Being assisted/tied in like that, how do I roll? Without armor, Gustar has a whole +0.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

It's not exactly an assist; the rule in question is quoted in spoiler below w/ appropriate parts bolded. You're just making regular climb checks. Also oops, forgot to make touch attacks, but I'll wait to roll those if necessary. LINK HERE to Climb on the PRD

Climb:

PRD wrote:


Climb
(Str; Armor Check Penalty)
You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs.

Check: With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.

A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.

The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.

Climb DC Example Surface or Activity
0 A slope too steep to walk up, or a knotted rope with a wall to brace against.
5 A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.
10 A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging.
15 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.
20 An uneven surface with narrow handholds and footholds, such as a typical wall in a dungeon.
25 A rough surface, such as a natural rock wall or a brick wall.
30 An overhang or ceiling with handholds only.
— A perfectly smooth, flat vertical (or inverted) surface cannot be climbed.
Climb DC Modifier* Example Surface or Activity
–10 Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls.
–5 Climbing a corner where you can brace against perpendicular walls.
+5 Surface is slippery.
* These modifiers are cumulative; use all that apply.
You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can't move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can't use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

Accelerated Climbing: You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed).

Make Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.

Catch Yourself When Falling: It's practically impossible to catch yourself on a wall while falling, yet if you wish to attempt such a difficult task, you can make a Climb check (DC = wall's DC + 20) to do so. It's much easier to catch yourself on a slope (DC = slope's DC + 10).

Catch a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily forego any Dexterity bonus to AC if desired). If you hit, you must immediately attempt a Climb check (DC = wall's DC + 10). Success indicates that you catch the falling character, but his total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character's fall but don't lose your grip on the wall. If you fail by 5 or more, you fail to stop the character's fall and begin falling as well.

Action: Climbing is part of movement, so it's generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn't take an action.

Special: You can use a rope to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum load in this manner.

A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

If you have the Athletic feat, you get a bonus on Climb checks (see Feats).


Male Gnome Cleric 1 - 9/9HP - AC17/T13/F15 - F3 R3 W5 - +5 Perc - +2 Init - CMD11

"Here goes .."

Climb 1: 1d20 ⇒ 9
Climb 2: 1d20 ⇒ 5
Climb 3: 1d20 ⇒ 18
Climb 4: 1d20 ⇒ 4
Climb 5: 1d20 ⇒ 2
Climb 6: 1d20 ⇒ 1
Climb 7: 1d20 ⇒ 14
Climb 8: 1d20 ⇒ 2

.. that is without whatever bonus I get from the assist and improvised climbing harness!


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

To explain your rolls: 9, 5, 18, 14 each let you move ½ speed (10' per roll). The 4, and the 2's each move you 5'. Because you took off your armor, the 1 does not cause you to fall, so you've moved a total of 55' down, at which point:

Surubi reaches up to hold Gustar as he climbs the last 5 feet down the rope.

Just to speed this up: once Gustar had his armor off, none of us can actually fail a -5 DC by the 5 necessary to fall--if you fail by only 4 you just make no progress. It matters if you're in a hurry to (e.g.) get down to heal someone or help in combat, or get out of sight of a spellcaster, but while we're not in initiative/time pressure, we all make it to the bottom without any real problems.


By Aardvark's houserules, though, that's not technically true. The nat 1 is a failure, because a nat 1 on any roll imposes a -10 penalty to the roll. That means Gustar got a -9 on his sixth climb check, which means he's failed by more than five and falls after succeeding on the first five climb checks. So, Gustar climbs down 45' before he falls the last 15' and takes, I think, just 1d6 falling damage.

After Gustar, Morana's immense armored form begins to climb down the rope, clawed and gauntleted hand over clawed and gauntleted hand.

Climb 1: 1d20 + 3 ⇒ (2) + 3 = 5 Down 15'
Climb 2: 1d20 + 3 ⇒ (14) + 3 = 17 Down 30'
Climb 3: 1d20 + 3 ⇒ (7) + 3 = 10 Down 45'
Climb 4: 1d20 + 3 ⇒ (15) + 3 = 18 Down all the way

With her increased strength and the surety of having clawed hands against a wall, it takes Morana less than thirty seconds to descend the deep, deep hole. Walking into the next room alongside Brennan, she looks at him quickly and grins. "That wasn't you that did that, was it?" she chuckles, "Hey, just checking! We can never be sure with you."


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Brennan grinned back at Morana, but didn't replay. The whole time after yanking on the rope, he had been staring at the dead body and the surrounding area. He wasn't going to make a thorough investigation until the others got down there, and he nearly got flattened by the falling gnome. Once the others had arrived, he proceeded towards the body cautiously, trying to discern what had killed it.

perception: 1d20 + 4 ⇒ (18) + 4 = 22


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Pretty sure the gnome didn't fall (at least not yet). He probably didn't fail by more than four (as his DC was -5 (see this LINK). Also, Andrei is holding a rope that Gustar is harnessed to, and Surubi is beneath him waiting to catch him if he does lose his grip (I'd need to roll a touch attack to touch him, but he can forego his dex to AC making it an 11 or so touch). To finally answer the GM's question in that post, it looks like we're climbing down in the following order:
Brennan
Surubi, and Gustar 5' above Surubi
Morana
Surubi back up
Surubi with Z'ael (unless Z'ael protests)
Andrei (who holds the rope at the top until his turn to climb down, and who lowers gear left up top to prevent armor check penalties before he goes, I hope).


Stats:
HP 9/12, AC 15 (10 tch, 15 ff), Fort+4/Ref+0/Will+2, CMD 15, init+0, perception+1

STR check to belay Gustar: 1d20 + 4 ⇒ (12) + 4 = 16
climb: 1d20 + 2 ⇒ (19) + 2 = 21 down 10 feet
climb: 1d20 + 2 ⇒ (4) + 2 = 6 down 20 feet
climb: 1d20 + 2 ⇒ (17) + 2 = 19 down 30 feet
climb: 1d20 + 2 ⇒ (3) + 2 = 5 down 40 feet
climb: 1d20 + 2 ⇒ (20) + 2 = 22 down 50 feet
climb: 1d20 + 2 ⇒ (16) + 2 = 18 at bottom

As Gustar starts to slip at the end of his descent, Andrei leans back sharply and hauls on the rope, bracing his legs to halt the gnome's slide. After everyone has made it to the floor below, Andrei carefully lowers any gear that was left at the top, and proceeds down the rope himself. Climbing in heavy armor is strenuous even for a strong man, and by the time he reaches the bottom the paladin is red in the face from exertion.

"I should look into getting armor like yours," he jests with Morana, winking. "T'would be much better suited for gymnastics like this!"


Male Gnome Sorcerer(EE)-1 | HP:7 AC:13 - T:13 - FF:11 | Fort:+1,Ref:+2,Will:+2, +4 vs illusions,Fear,Despair | Perc:+3, lowlight | init:+2 | CMB:-1 CMD:11

Um, I would very much appreciate it if someone would catch me should I fall.
Climbing down with extreme caution and half closing his eyes against the dizzying height.
climb: 1d20 ⇒ 16
climb: 1d20 ⇒ 19
climb: 1d20 ⇒ 14
climb: 1d20 ⇒ 9
climb: 1d20 ⇒ 2
climb: 1d20 ⇒ 12
climb: 1d20 ⇒ 10
climb: 1d20 ⇒ 15
climb: 1d20 ⇒ 8
climb: 1d20 ⇒ 8
climb: 1d20 ⇒ 12
climb: 1d20 ⇒ 2

Not sure what the 2's mean for Z'aels fate.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

With the combination of teamwork, caution, and multiple ropes, the whole group makes it to the bottom of the shaft, a braid of ropes left hanging from above marks the path they traveled. There was a point where it looked as if Gustar might almost slip, but the group recovered easily enough.

The corpse is wearing old rotted leathers, and has a small deteriorated satchel of belongings, most of which have also rotted or rusted away. The body in front of the doors is mostly skeletal, with a thin layer of dessicated tissue. In trying to discover what killed it, Brennan can tell it is the body of a male human or half-elf, whose legs are both broken from a fall from a great height. It looks like he managed to crawl toward the doors before the injury did him in. The only trap he finds is the obvious big hole in the floor sixty feet above.

In this case, between the knotted rope and a corner, the only way someone could fall from the DC -5 climb is if they had a negative Climb skill. Though the bottom 10' is actually a DC 5 due to being only a knotted rope hanging in the center of the room.

Brennan, to determine cause of death would be a heal check, I just used your roll and applied what your Heal skill is at.


Male Gnome Cleric 1 - 9/9HP - AC17/T13/F15 - F3 R3 W5 - +5 Perc - +2 Init - CMD11

"Who needs engineering when one has muscle, good intentions and comradery, right?!" The positivity of his words is underscored by glistening sweat on his forhead - that climb could've ended a whole lot worse for him.

He then eyes the unfortunate man, feeling for the poor fella. "We should make sure he gets a proper burial .."

If any of the groupmembers moves forward to study the door, he'll follow and assist in whatever way he can.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Was mostly checking for traps, obvious wounds, etc.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Map updated, not that there's much to it.

Examining the chamber for any dangers or threats proves fruitless, in as much as there are none to be found, so maybe by not finding any traps it was more of a fruitful endeavor.


Male Gnome Cleric 1 - 9/9HP - AC17/T13/F15 - F3 R3 W5 - +5 Perc - +2 Init - CMD11

The gnome brings forth his crossbow and loads it with a bolt. Soft humming follows and after touching it with his hand, the holy symbol around his neck projects a magical light. He then nods at his companions that he's ready to go.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Surubi catches 'his' breath, recoils the third rope and puts it into 'his' sack of useful things. "Thank you for catching the gnome's almost-fall, Mister Constantin," 'he' says. "Indeed, the armor does get in the way of climbing - Mister Gigglephizz, it was wise of you to take it off for the climb, but, please, do put it back on now that we are back on solid ground!"

"Thank you for bringing the lantern, Mister Darkblade; it is more convenient than my torches," 'he' says to Brennan, and looks back up into the darkness where 'he' left 'his' torch burning on the edge of the pit. It'll be good to have that there if we are hurrying out. Also, no need to carry the water further in, but we will need to get it back up. 'He' ties the sack with extra water to the end of the long knotted rope.

'He' examines the door thoroughly and, finding nothing amiss, looks for a way to open it.
Locked? Stuck? Opens in or out?

"We shall certainly see to burying this unlucky man," he responds to Gustar, " Why did his fellow graverobbers decide to leave him behind, I wonder? The rope certainly looked cut, not frayed. Mister Constantin, will it suffice to leave this body in the dark silence of this tomb, perhaps further in, or must it brought to the surface for funeral rites?"

As Gustar loads and magics his crossbow, Surubi also draws 'his' longbow and asks, "Do you see a target, Mister Gigglephizz?"


Male Gnome Cleric 1 - 9/9HP - AC17/T13/F15 - F3 R3 W5 - +5 Perc - +2 Init - CMD11

"Good point, good point. You can tell I'm not a seasoned adventurer, huh? And no, but when your target eludes you, it is best to be prepared for when it does show itself to you!"

That being said, the gnome goes about putting on his armor and lets Surubi, if 'he' wants to, assist him to make sure it gets done faster.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Surubi returns her bow to its usual put-away state, helps Gustar don his armor, then draws the bow back out. "There, all set."


Male Gnome Sorcerer(EE)-1 | HP:7 AC:13 - T:13 - FF:11 | Fort:+1,Ref:+2,Will:+2, +4 vs illusions,Fear,Despair | Perc:+3, lowlight | init:+2 | CMB:-1 CMD:11

Without any real pause for response...
Hey, that's a nifty crossbow you got there Mr. G. All I've got is this spear. It's nothing special, but it's nice and straight and I bought it with my own money, so that's cool too. Maybe I should get a crossbow like you. D'ya think I should get one? You'd have to show me how it works. I mean, I get the idea, but it would probably be good to get some real training. Hey, how do you manage to move around in all of that armor? Do you think I need to wear armor too? Isn't it just for soldiers anyway. I wouldn't know how to move. Do you always wear your holy symbol? Even when you're sleeping? I would think that light makes it difficult to fall asleep. Ha, they way it casts light, it kinda makes you look like a floating head separated from its body. That's neat. Is someone going to open the door?


Stats:
HP 9/12, AC 15 (10 tch, 15 ff), Fort+4/Ref+0/Will+2, CMD 15, init+0, perception+1

"It would be best to bring the remains of this unfortunate to the surface for a proper burial. The Clerics of my faith have methods for determining the correct rites for the unknown departed. It can wait for us to return to the surface, however."

Andrei says a brief prayer for the fallen man. "Blessed be those who fall fulfilling their purpose, and though the Unknown Dead leave no worldly record behind, know the Lady of Graves saw your end and is satisfied. In Her all-knowing name, rest in peace."

Spiritual duties performed, Andrei eyes the door. "It would perhaps be best to proceed with caution. There is the possibility that this man's intrusion awoke guards or wards. Master Brennan?"


"Guards or wards", hah! That's far too high of a CR spell for us!

Morana impatiently crosses her immense arms, the metal making a very unobtrusive sound when it slides against the other metal, surprisingly. "Whatever we do before we head in, make it quick."


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

The group discusses the dead man, and then all seem to be staring at the door, much like a tense card game where each player is nervously watching the others to see who will draw the first weapon. They each look to one another then back again, wondering who will be the one to open it.

Much like the GM is waiting to see who will be the one to open it.... ;)


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Was too slagged last night late to post this =p
Surubi opens the door, and looks into what lies beyond it, hoping Brennan's lantern sheds light far enough to see.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

So, hotel had no internet. That sucked. But, I'm back now and the door shall be inspected before opening.

Brennan reached out a hand and grabbed Surubi by the arm. "Not until it's been checked first," he growled. He spent a moment making sure the door was unlocked and untrapped, then motioned to Surubi. "Be my guest."

Spoiler:

perception: 1d20 + 6 ⇒ (12) + 6 = 18 to search for traps, etc.

disable device: 1d20 + 8 ⇒ (1) + 8 = 9 if locked. (hope it isn't with that roll)


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

My mistake, thought we had checked for traps and there were none. I guess that was the room generally, not the door.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Just in case I misunderstood entirely, here's the perception check for traps on the door. Surubi searched the door in LINK this post, but since the GM had said "no traps" I figured belaboring the issue with another roll was unnecessary.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
"S... sorry..." Surubi flinches a bit "this one has looked at the door, but of course your eyes see better, and a second look is a good precaution where time allows."

Surubi then proceeds to open the door. Assuming there were no traps found by anybody.


Sorry, being out of touch for a week has confused me


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

After the group as a whole has decided that the doors pose no threat, they resort to opening them to reveal a hallway beyond. The walls of this ten-foot-wide corridor feature bas-relief carvings of great battles. Armies with spears and shields clash at the direction of generals, while other leaders direct troops from chariots that are ruthlessly overrunning their enemies. Engraved stone double doors stand at the end of the hallway.

The engravings on the set of doors resembles those in current room you are in, except that Akhentepi is depicted as an older man riding in a chariot. He carries the same scarab shield, but his other arm appears to be pointing at you.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

"We best heed the warning of the tomb... Mister Darkblade is right
to be cautious - there are likely traps beyond."
Surubi looks across the next room and at Akhentepi's pointing finger and glances at the carved walls, then begins to search the nearby floor, ceiling and walls before stepping into the room and repeating the same process every few feet.

While not waiting for very long, Surubi certainly gives Brennan time to look for traps and stop her from entering the room if necessary; and perhaps a caster might DetectMagic for good measure?

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

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