Valgrim Twin-Axe |
After the 15 minutes it takes Valgrim to climb the 40', he finally reaches the top and thanks Vug for her help. He then looks down the passageway with his darkvision. "Ok, let's find out what was so dang important that got that poor fella killed. However, since we didn't find any broken shards by his body, I doubt he managed to find the missing lantern."
Friar Feres |
Feres carefully climbs up the chain, using the rope to steady himself.
Taking 10 - 2 (ACP) = 8
The stout priest eventually makes it up to the passageway at the top, puffing like a bellows.
"Well...*huff*...that was...*puff*...fun. Let's...*wheeze*...not make a...*groan*...habit out of that...*bends over clutching chest*...Shall we?"
Feres leans against the wall at the passage opening, trying to catch his breath as his companions begin to explore the passageway.
Black Tom |
A thin passage (only 5 feet wide) extends into shadows to the northeast. Perhaps seventy feet away, the passage ends in what looks like an enormous stone human face, its mouth open in an angry scream. With his superior vision, Urg actually sees it before Chisora does.
Chisora notices something else, though. There are several long scratch marks in the floor, as if something had been dragged toward the lip of the shaft.
Vug Vang |
"Huh...this is looking downright spooky. Do you think something could have pushed that dead guy out of the tunnel? Maybe we could tie ourselves together with a rope and tie the rope to a piton; that way it would be harder to push us out of the tunnel." Vug Vang looks a little nervous.
Chisora |
Furrowing her brow at the marks on the floor, Chisora carefully inches forward towards the mouth. Once she's close enough, she hold her lighted Hanbo down so that she can see in side the mouth and then search around the face for anything that might help solve the puzzle.
Perception Check: 1d20 + 6 ⇒ (1) + 6 = 7
Valgrim Twin-Axe |
"So you brought pitons but no rope?? You sure are a strange one, elf!" Valgrim laughs heartily. "Don't worry, I'll stand in front of you and not let anything push you back. Worse case, run back and jump on the chain so you don't fall."
Black Tom |
As Chisora approaches the face she just has time to reflect that its physiology is uncannily similar to that of the figure on the sarcophagus before she hears something go 'click' under her feet. Instantly the face comes to life and a strong wind erupts from its screaming mouth. At the same time its eyes flash with swirling hypnotic patterns of red and indigo.
You all need to make a Will save vs. 13 or be frozen to the spot, unable to move.
Since this duplicates a Hold Person spell, Vug Vang gets her +2 bonus vs. enchantment and Valgrim his +2 vs spells.
Now what? The wind is growing stronger by the second.
Valgrim Twin-Axe |
Devious trap! Will Save: 1d20 + 3 ⇒ (18) + 3 = 21
"Guess you were right to worry, elf. Back to the chain!"
Valgrim will move back to the chain as quick as possible.
Black Tom |
That will mean climb checks for all that try to go down the chain. And this time there is no taking 10. Also I wonder in what order you're going down.
I have your order as: Feres, Vug Vang, Valgrim and further in Bubba, Urg and Chisora. For the latter three it's also at least a 40 feet move to get to the chain. The corridor is narrow but you can pass each other if you want to.
Urg Legbreaker |
Will save = 1d20 + 0 ⇒ (13) + 0 = 13
Although Urg (just) manages to break the force he feels trying to hold him, he can't leave Bubluka to the mercy of whatever would happen next. He shouts to be heard over the wind. "Chisora! Can you disable that thing?"
Valgrim Twin-Axe |
Valgrim double moves to the chain.
EDIT: DM, if we're in Round time, that is Valgrim's posted action for Round 1. If not, his actions will be to grab the chain and hold it so the rest of the party can climb down (with an aid another check), since he is the slowest climber, if the trap cannot be disabled.
Black Tom |
You are indeed in round time. Sorry for being unclear on that count.
Round 1 then: Valgrim runs back and grabs the chain. Bubba stands transfixed. Vug tries to stop the wind.
It's going to take several rounds to even try to disable a complex trap like this one, so feel free to reconsider.
Waiting for actions from Chisora and Feres (and Urg).
Black Tom |
As Chisora and Vug try to figure out this magical contraption and Bubba stares at the pretty colors, Feres scrambles down the chain as well as he can while Valgrim tries to hold it steady. Urg is caught in the middle, desperately trying to save his friend.
The wind steadily increases in force. Your torches are snuffed out by now (fortunately the eerie lights from the eyes provide illumination) and it is growing difficult to move against the wind. You feel the wind tugging at you and your exposed clothing.
Round 2 is up. Bubba gets another saving throw to snap out of his trance, and the rest of you get to act.
Valgrim Twin-Axe |
"C'mon people, this wind is picking up! Stop yer looking at the blasted pretty lights and get down this chain...now!" Valgrim is avoiding looking at the stone face.
Aid another check: 1d20 - 1 ⇒ (18) - 1 = 17
Friar Feres |
Round Two:
Feres tries to accelerate his descent down the chain, aided by the rope and Valgrim, in an effort to make way for his companions.
Taking the -5 penalty for accelerated climbing to move half-speed instead of quarter speed. Of course, if this fails, then Feres will be falling at top speed to the stone floor below!
Climb check: 1d20 + 2 - 2 - 5 ⇒ (10) + 2 - 2 - 5 = 5 (includes Valgrim's Aid Another)
If Feres makes it to the bottom in one (conscious) piece, he will stand to the side, prepared to channel healing in case anyone falls.
Chisora |
Will Save: 1d20 + 4 ⇒ (9) + 4 = 13
Just amnaging to resist the pull of the magic, Chisora inces forward against the wind with Vug to see if they can shut off the trap. She curses her self under her breath the whole way for not seeing the mechanism.
Disable Device Check: 1d20 + 4 ⇒ (6) + 4 = 10
I hate Dice Rollers... of my last 20 rolls, I have had maybe 3 or 4 that have been over 10.
Seeing it for the wasted exercise that it is, she grabs Vug's hand and pulls her back down the passage towards the chain. She stops at Bubluka along the way and attempts to drag him back with them.
Urg Legbreaker |
Urg helps Chisora and Vug to drag Bubluka.
And if this doesn't help us move any faster than one of us dragging Bubluka alone, then I should be the one to drag him, because I'm the fastest. In any case, I should be the last to go down, since I'm the one most likely to survive the stone mouth's "attack."
Black Tom |
OK, for round 2 I assume that Valgrim and Feres are scrambling down the chain, Chisora and Vug make a run for it while Urg is dragging Bubba.
Feres is down 20 feet already, and I need another Climb check for Feres and Valgrim (Feres can take 10).
In round 3 the wind hits hurricane force and Urg, Chisora and Vug need to make Fortitude saves vs. 18 to avoid being blown away.
Chisora |
Fortitude Save: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 Yes! Finally and even without the extra +2!
Chisora manages to dig herself in and get a hold as the wind picks up. She watches helplessly as the others get blown back down the corridor. She starts to ease herself back slowly, using Vug's pitons to guide her journey.
Black Tom |
While Chisora manages to brace herself, Urg loses his grip of Bubba and is blown back 10 feet and slammed into a wall for 4 points of nonlethal damage. Only his great strength keeps him standing.
The lighter Vug is picked up bodily and blown away. She is buffeted for 1 point of nonlethal damage and must make a Reflex save vs 10 to grab hold of the chain.
Black Tom |
Does Bubba get another Will save? And does he get blown anywhere?
Will save (in case): 1d20
Sorry, I thought I had said that Bubba gets another save.
The still mesmerized Bubba is picked up by the wind and bounced down the hallway for 4 points on nonlethal damage before taking a plunge down the shaft for 16 points of damage.
Friar Feres |
Round Three:
Dangling from the chain 20 feet above the bottom of the shaft, Feres grips his holy symbol and channels the healing power of Sarenrae, sending a wave of energy into Bubba's unconscious form at the bottom of the shaft.
Channel Energy: 1d6 ⇒ 4
The stout priest then continues his descent down the chain.
Taking 10 on the Climb check, so 10 - 2 = 8.
Black Tom |
That should more or less put you out of danger, and as you climb downwards out of the wind the chain swings less, making it possible for you to take 10 again, so you should be able to get down in one piece.
Note that Feres' channeling will take care of Urg's and Vug's nonlethal damage too.
You get 200 xp for your harrowing experience and one hero point each for good teamwork. You can see in my profile what they are good for (they are kind of like action points, but weaker), and you all start with one (except Bubba, who starts with two for being a native to Wolfstone). You can earn more by good role-playing, achieving goals or just doing something heroic (like you just did).
Friar Feres |
Feres climbs down the chain as quickly as he can and rushes over to Bubba's unconscious form. Laying one hand on the half-orcs chest while gripping his holy symbol in the other, the stout priest intones a quick but fervent prayer to Sarenrae, invoking the favor of the Healing Flame.
Feres burns his memorized Bless spell to spontaneously cast Cure Light Wounds on Bubba.
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8