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Survival 1d20 + 4 ⇒ (7) + 4 = 11
Stealth 1d20 + 7 ⇒ (17) + 7 = 24
Perception 1d20 + 6 ⇒ (11) + 6 = 17

Ghirrak nods quietly as his eyes comb the area intent on things his companions may not see with their limited vision.


Once you spot the signs of the old pathway, it becomes easier to make your way north through the rainsodden undergrowth until you spot the rocky outcropping marked on the map.

Perception DC20, Survival DC15 or Track (automatic)::

You notice the same indentations in the ground that you saw on the path from the cliff.


Without word, Bryson continues along the path as indicated from the map.

Perception 1d20 + 14 ⇒ (6) + 14 = 20


The trail peters out here on the hard ground. You can't see a trail leading away from this outcropping.

Perception DC22 or Survival DC17:
You see that one of the boulders seems to have some leaves half underneath the edge, as if it were just a cover.


Perception 1d20 + 14 ⇒ (17) + 14 = 31

Bryson stops as the trail disappears. He looks around a bit then points out some leaves underneath a boulder.
"Here, give me some help with this."

(Female Human Cleric 5)

Spoiler:
Perception : 1d20 + 3 ⇒ (20) + 3 = 23
Survival 1: 1d20 + 3 ⇒ (14) + 3 = 17

Annie followed Bryson's lead, knowing his sharp eyes would be likely to pick up signs she missed. She was staring ahead at the rocks and happened to catch a bright green leaf that was caught under the edge of one. "There, I think it's that one!" she whispered excitedly.


The "Boulder" lifts easily, and turns out to be painted wood and plaster designed to be overlooked amongst all the other stones here. Tipping it back on its hinge reveals underneath a concrete slab; hinged and fitted with a ring to pull up.

Sneaky gives it a quick look over, then throws a signal that it is both untrapped and unlocked.

When the ring is grasped and pulled, the slab rotates up with a soft grinding sound, revealing a five foot by five foot timber reinforced shaft leading straight down into the darkness. A dank brakish smell arises from the blackness, making Puposaur whine nervously. You see a knotted rope hanging from a hook in the side of the shaft and leading down. You don't see or hear anything else.

Using the rope to climb down is an easy Climb DC 5, not using the rope is a Climb DC 20.


I suggest Ghirrak, and his darkvision, go first. If he doesn't want to go first, I will. I'll make use of the Light spell every 10 minutes. Casting it on my shield.

(Female Human Cleric 5)

Annie held out her hand and released the tight grip she had on her glowing shell a little. A few stray gleams of light escaped her hand. "If you need light, I can drop this down - that way you won't have to make noise casting the spell," Annie whispered.

(Male Dwarf Shielded Fighter 5)

If Ghirrak doesn't go first, Dgrim will. Otherwise Dgrim will take up the rear.


I take point


Ghirrak Ironfist gingerly grabs the rope and begins to climb down into the dank darkness. He dissapears from view of the rest of the party clustered around the lip of the hatch...

Ghirrak only:
As you climb down 10', you see through your darkvision that the shaft opens to a room and the floor is about 30' below you.
Stealth and Climb checks please.

(Male Dwarf Shielded Fighter 5)

FYI, Dgrim has darkvision, so he can see Ghirrak's descent up to 60 feet down.


Looking from daylight into darkness, your darkvision won't work. Even from twilight.
If you kneel down and put your face right up to the lip of the shaft while shading your eyes, AND you have darkvision, then you can see what Ghirrak can see under the spoiler above.


Correction: "The presence of light does not spoil darkvision." P.562.


Ghirrak Only:
You finally reach the bottom and find yourself in the northeast corner of a ten foot square room, standing on a layer of ancient leaf litter. The brackish smell is stronger here, and the only sound is a faint echoing drip of water.
You see no movement, no people at all. There is a stack of decaying wood pieces in the north west corner. The access shaft with the knotted rope extends up over your head more than thirty feet.
You see an exit in the south west corner heading west.

Looking down the shaft with Darkvision:
You see Ghirrak land at the bottom of the shaft and look around, apparently at a larger space you can't see.


Stealth1d20 + 6 ⇒ (20) + 6 = 26
Climb1d20 + 7 ⇒ (8) + 7 = 15

I signal the all clear.

(Male Dwarf Shielded Fighter 5)

Dgrim waves in return and tells the others, "All clear...let's get going."


Climb 1d20 + 2 ⇒ (10) + 2 = 12
Bryson climbs down the rope. He uses Light on his shield, which is strapped to his back while climbing.

(Female Human Cleric 5)

Annie put the shell in her pocket to free her hands as she climbed down the rope after Bryson.

Climb: 1d20 ⇒ 12

(Male Human Bard L3 (Seasinger))

Spinnaker Jon, about to climb down, looks over at Bindlplotz and asks; "Need some help with Puposaur there? I c'n rig a sling if'n ye want."


As the others make their way down Ghirriak continues forward just ahead of the light to keep scoping the area. He heads to the apparent exit.

(Male Human Bard L3 (Seasinger))

Using his skills as a sailor...

Profession: Sailor 1d20 + 3 ⇒ (10) + 3 = 13

...to rig a sling to lower both Puposaur and Bindlplotz safely down the shaft.


Ghirrak only:
The narrow five foot wide slimy brick lined passageway snakes its way turning north thirty feet, then west thirty feet, then ten feet to a closed door.

(Male Dwarf Shielded Fighter 5)

Dgrim grabs the rope and climbs down the shaft.

Climb: 1d20 - 1 ⇒ (19) - 1 = 18


Bindlplotz keeps an eye open for danger while the others climb down. Bindlplotz takes a look around for additional tracks?

(Male Human Bard L3 (Seasinger))

Spinnaker Jon asks; "Bindleplotz laddie, are you going down with Puposaur?"
Jon is about to lower Puposaur and you can see Puposaur making his "Help Me!" expression hanging over the shaft.


Bindleplotz:
Survival check please.

Sneaky:
Are you down the shaft with the rest of the party, or are you up top of the shaft?

(Male Human Rogue 1)

Sneaky grabs the rope and climbs with the group before Dgrim, as planned.

Climb: 1d20 + 7 ⇒ (19) + 7 = 26


Bryson moves up to better support Ghirrak


Those down in the shaft:
HERE is your current situation.
Please describe your marching order and position.


DM-Camris wrote:

** spoiler omitted **

** spoiler omitted **

How about a perception (track) check? 1d20 ⇒ 3+7=10

survival 1d20 ⇒ 9+2=11


Bindlplotz:
You just see that several booted feet have been around here in the last 48 hours.


First I'll point out that the complex is already different from the map we were given see. So, we should be extra careful for ambushes.

As for marching order, how about
Dgrim - Ghirrak: they have darkvision
Sneaky - Bryson: with light spell and rogue skills
Spinnaker - Annie: with light spell and spells
Bindle - Puposaur: came down rope last
There should be about 10 feet in between each pair.

(Female Human Cleric 5)

Bryson Deepwinter wrote:

First I'll point out that the complex is already different from the map we were given see. So, we should be extra careful for ambushes.

As for marching order, how about
Dgrim - Ghirrak: they have darkvision
Sneaky - Bryson: with light spell and rogue skills
Spinnaker - Annie: with light spell and spells
Bindle - Puposaur: came down rope last
There should be about 10 feet in between each pair.

Sounds good.

Annie looks around cautiously and listens for any noise, keeping the shell clutched tightly in her hand as she straps her shield on. Despite her care, a few beam of light escape as she works with her shield.

(Male Human Bard L3 (Seasinger))

Spinnaker Jon stands with the rope in his hand. "Bindleploz? The others are leaving already. Bindleplotz?"


Ghirrak and Dgrim, you see a shut wooden door to your north, the handle somewhat rusty. Do you take action or do you wait for the others.


I think we'll let Smneaky do what he does best.


When Sneaky steps forward to check the door...

Sneaky Open Locks DC10:

A quick glance at the door reveals no obvious traps or devices, and you don't see any locks.
When you turn the handle, it turns easily; but the door does not open.
A quick series of taps while listening at the door reveals that the door is not reinforced and not barred. You feel certain that the door is simply wedged shut due to water expansion.

(Male Human Rogue 1)

DM-Camris wrote:

When Sneaky steps forward to check the door...

** spoiler omitted **

Sneaky approaches cautiously, he takes out his thieves' tools and try to understand something about the door...

"It's look quite simple" he mutters...

Disable device / Open lock 1d20 + 9 ⇒ (1) + 9 = 10

(Male Human Rogue 1)

"lol, near this time... open lock is probably not what I do best, however a quick glance at the door seems to reveal no obvious traps or devices and I don't see any locks. The handle turns easily but the door is hard to be opened... the door seems not reinforced or barred, I think the door is simply wedged shut due to water expansion mates"


Bindlplotz thinks about attempting to lower Puposaur into the hole and decides against it. He then attempts to get Puposaur to return to the boat, 1d20 ⇒ 12+5=17 "Go on Puposaur return to the boat!"

Then he follows the others below.

(Female Human Cleric 5)

Annie chewed the inside of her cheek as she thought out loud in a quiet murmur. "Opening that door is going to make an awful loud noise - unless one of you has an idea. I don't see any option but to attempt a quick push through and hope to take them by surprise - before they have time to react to the noise." She looked around hopefully. "Please tell me someone has a better idea!"


Bindlplotz will take a look around at his new surroundings.

[track] Perception: 1d20 ⇒ 8+7=15

(Male Dwarf Shielded Fighter 5)

"As loud as we've been, I don't think it'll make much of a difference," grim says. "Ghirrak, you bust it open, and then I'll rush in ahead of you?"


Puposaur, much relieved and not going into that smelly hole, trots around a bit; but obeys his master and runs back along the trail to the boat.
He is hurried along by the increasing activity of the parrots, as nuts, twigs and other noxious substances start pelting down on Bindlplotz and Spinnaker Jon.


Bindlplotz:
Aside from the expected muddle of your companions tracks, you find traces of other human sized/type tracks, but weeks old; certainly nothing newer than two weeks old.


Just as Bindlplotz is analyzing the tracks, Ghirrak is about to take the door and Spinnaker Jon is halfway down the rope; everyone hears a bloodcurdling shriek from the top of the shaft.
"Nooo! Please! Aaaah!"

Spinnaker Jon make a Reflex save DC15.
Bindlplotz make a Reflex save DC10.


Getting into position Ghirrak settles into a stance, as he inhales every muscle seems to tense for a moment follwed by an explosion of movement as he quickly stike the door twice near the doorknob.

Flurry 1d20 + 2 ⇒ (6) + 2 = 8, 1d20 + 2 ⇒ (7) + 2 = 9
1d6 + 3 ⇒ (2) + 3 = 51d6 + 3 ⇒ (3) + 3 = 6

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