Black Tom |
Torch grabs the paralyzed gnome and tries to keep the voracious monsters at bay, while Hrakar comes splashing down, sending healing energies in all directions. Enraged, the monsters concentrate their fury on him, but his armor thwarts their efforts for now.
Up above Ishirou relieves Aerys at holding the rope down.
You are up again.
Aerys D Mavato |
Aerys runs back to the opening taking her bow out ready and looks down, at the congested area of fighting below.
If there is room for Aerys to climb down and be able to fight without making the whole thing cramped, she will, otherwise she takes out her bow and fires into the melee below.
Climb 1d20 + 5 ⇒ (4) + 5 = 9
or
Shortbow attack 1d20 + 4 ⇒ (6) + 4 = 10
Shortbow damage 1d6 ⇒ 6
Hrakar Orcbane |
Hrakar spits the water he ingested by plunging ito it and fends off the mosnters attacks using his shield:"You'll have to do better than that, uglies! Let's see if I can improve your looks with the blessing of Torag!"
Hrakar channels energy to harm undeads. And channel energy doesn't cause attacks of opportunity IIRC
Channel energy:1d6 ⇒ 4
Maestro Gelikugel Aberwhinge |
Gelik fort save reroll: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Edit: Looks like Gelik saved - assuming he's no longer paralyzed...
Gelik splutters, and goes full defense, wedging himself into a corner of the pit.
Mirror Images: 2
AC: 13
HP: 5/14
Wand Charges Remaning: 4
Black Tom |
Aerys tries to climb down but has trouble passing Ralf, and will need either to jump the last bit or climb down the wall. Torch stabs one of the monsters and Hrakar unleashes some holy power that sears their rotting flesh, while Gelik cowers in a corner.
The monsters retaliate and rend Hrakar for 9 points of damage and Torch for 5. Hrakar needs to make a Fort 15 save or be paralysed.
Then you are up again.
Black Tom |
Aerys joins the fray while Hrakar starts to sink (but is granted another save thanks to Ralf). Torch has trouble finding an opening in the chaos, while Gelik manages to stab one of the creatures.
Annoyed they turn on Gelik and Torch, but don't even manage to scratch an image of Gelik. Torch is scratched for 2 points of damage.
And you are up.
Aerys D Mavato |
Landing with two feet on solid ground, Aerys bares her teeth and pulls her longsword out from its scabbard. With a scream she moves into position to slash with venom at the revolting creatures in front of her.
Current AC=16, no shield
It she can move into a flanking position she will. She takes out her longsword as she moves, before attacking.
2 Handed Longsword power attack 1d20 + 4 + 1 - 1 ⇒ (14) + 4 + 1 - 1 = 18
2 Handed Longsword power damage 1d8 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6
Maestro Gelikugel Aberwhinge |
Emboldened by his previous mighty blow (and not seeing any obvious avenue of escape), Gelik decides to press the attack.
attack w/dagger 1d20 + 2 ⇒ (1) + 2 = 3(add +2 for flanking?)
Edit: Statistically Improbable!
damage 1d3 ⇒ 2
Mirror Images: 2
AC: 13
HP: 5/14
Hrakar Orcbane |
Hrakar is a little taken aback by the cold sensation that followed the Ghoul's attack. Yet, in true dwarven fashion he immediately retaliates:"Didn't you get enough, pallid dog faced creeps? Here's another ration for you!"
Channel Energy1d6 ⇒ 4
Edit:I've only got another one after this people!
Black Tom |
Aerys gives one of the monsters a fierce slash and then the wave of energy surging out from Hrakar ends them both.
That earns you 167 xp each.
You struggle to find purchase in the water, but fortunately some of the logs have jammed, and Ishirou is still holding the rope that Ralf clings to. But what now?
Aerys D Mavato |
So, this is where the treasure is, well let's have a look round. Although if its buried, it might be buried under the water, old pirates have many tricks. as Aerys starts to look around the darkened man-made cavern. Though she is wary of any more creatures appearing from out of the water.
Perception 1d20 - 1 ⇒ (6) - 1 = 5
"Well I suppose its into the water then, let me take a look down there? Please if someone could find a light that might work in the depths, under the water?" she asks the assembled friends. Removing her armor and weapons, she places her dagger into her mouth (hopefully after someone casts light on it), holding onto it with her teeth, she garbles out. back oon..... with that her head disappears under the water.
Takes a 10 on swimming for a total of 16
Hrakar Orcbane |
Hrakar scoffs and looks at Torch intensely:[b]"After all the trouble we went through there better be a treasure down here... and a big one at that!"[b]
That said the dwarf starts looking around for clues:
Perception Check:1d20 + 4 ⇒ (14) + 4 = 18
There's another +2 if the dwarven racial ability "Stonecunning" applies down here.
Maestro Gelikugel Aberwhinge |
Dumbfounded by everyone else's cavalier attitude, Gelik tries to keep it together. "Ah! I almost died! So did he!" He points at Hrakar, then splashes around like a demented duck for a few seconds before calming down.
"I'm better now." The gnome directs his dancing lights under the water so the gang can see, then starts to climb up the rope.
"This is no place for a maestro."
Taking 10 on the climb.
Black Tom |
Aerys:
Aerys D Mavato |
Get out of pool onto the ledge, look around for anything else that is either suspicious (on the box or around) or might hold more hidden treasure. If I see nothing, then pick up the box and gauge its weight, before going back into the pool and swimming back with the box.
Perception 1d20 - 1 ⇒ (15) - 1 = 14
Take a 10 on the swim check, total 16
Take a 10 on the strength check if required, total 13
Sam "Torch" McQuarry |
Torch cracks his knuckles. "Let's see what we've got," he says to no one in particular, kneeling down and getting to work.
By preference, I'd like to take 20 on a Perception check to search for traps on the chest - I feel rather strongly that whoever built this bloody shaft is likely the sort of person who would trap the heck out of it. That would give me a Perception check total of 29. If that's not possible, here's my roll: 1d20 + 9 ⇒ (4) + 9 = 13 to find traps. If I find some, here's my Disable Deivce roll: 1d20 + 11 ⇒ (7) + 11 = 18 to disarm. Once that's done, my actual lockpick would again be taking 20, for a total of 31, or if I can't, my lockpick roll: 1d20 + 11 ⇒ (15) + 11 = 26.
Yikes. Not good rolls. Well, here goes nothin'...
Torch is down 8 hp.
Black Tom |
Torch can take 20 on Perception and Disable Device to pick the lock.
After careful inspection (finding nothing untoward) and some tinkering Torch gets the chest open. A hush descends as you behold:
3,500 cp
2,000 sp
1,000 gp
50 pp
a silk pouch of garnets and amethysts worth 500 gp in all
a half-dozen moldered and ruined noble’s outfits
a bejeweled masterwork cold iron starknife
a masterwork darkwood buckler
a scroll of Raise dead in a watertight mithral scroll tube
Only the buckler and scroll radiate magic. You can try to appraise the starknife and the scroll tube if you like.
Aerys D Mavato |
As Torch manipulates the lock, and a click is heard, followed by the opening of the chest, Aerys looks up and sits up. A congratulatory "Well done, Torch" is heard and she claps her hands, smiling gaily. "Lets pack this lot up and get back to camp."
Maestro Gelikugel Aberwhinge |
Gelik is down 9 HP.
Gelk clutches his shoulder, watching the blood well out with morbid fascination. "I'm bleeding." He whines plaintively and somewhat pathetically until he sees the booty in the chest.
"Yo ho ho! He perks up and forgets his injury as he inspects the gems. "ooooooh"
Gelik has no appraise. He will use detect magic and spellcraft to determine the buckler's properties. 1d20 + 4 ⇒ (3) + 4 = 7
Maestro Gelikugel Aberwhinge |
Gelik shakes his head disinterestedly at Ralf's offer. He then says, "So there really isn't any reason to hang around here. We got the booty, what do we do next? I say we get a good night's sleep, yells at Ralf, GET HEALED, and then continue our trip along the coast. We'll eventually get into the area where those tracks were leading."
He then asks Ishirou, "What are you gonna do with your loot?"
No magical trinkets that are useful for Gelik, so he's ready to move on. I seem to recall that we were generally traveling along the coast in order to scout the island. Did anyone want to do anything different?
Sam "Torch" McQuarry |
I think we'd probably be best off returning to camp - we don't really have any way to haul this chest around, I don't think Ishirou wants to keep hanging out with us, and I need to talk to Jask and Sasha anyway. Once that's done, we can go back to following the coast. It'd be easier to get everyone healed up that way anyway.
Hrakar Orcbane |
Hrakar doesn't seem inclined to listen to Gelik's mumblings:[b]"You'll get healed when you deserve it. I was injured too, but I'm not going to waste the power of Torag for some minor wounds, especially when we might need it later on. Now let me check that scroll!"[b] Saying that teh dwarf starts examining the scroll tube with the spell very carefully.
I agree we should go back to camp now. I'll heal everyone once there, but I don't feel confident wasting the remaining channel and the spells now. What if we meet some other wandering monsters? As for the shield, go for it Ralf! I'll take the scroll in the mithral case if no one wants it. And anyone willing to split the loot? I think we should divide by 6 including Ishirou