
DoubleGold |

The last two men go down. Combat over
You all hear Fat Albert from inside the fort yell This is Fat Albert speaking, what is going on over there? There sure is a lot of noise, and if there is some pesky guards out there, deal with them, I'm trying to relax Fat Albert is inside the Garden of chains on the bottom floor in the middle, so he isn't seeing or hasn't seen what happened.

DoubleGold |

Okay so I'm going to assume you all ignore Fat albert and get the prisoners out.
You go into the cell and reach the Entrance Shaft: A1
This room centers upon an open well shaft, over which a thick
wooden crossbeam suspends a rope lift affixed to a sizable
wooden cage. Filling half the shaft is
a strange, badly rusted mechanism
consisting of huge screw set
inside a long vertical pipe.
Map updated, where too? Or what you doing?

![]() |

One of our sneak attacking types should go knock Fat Albert down for interrogation, as I think we need info from that jolly gnoll; we can be on stand-by 20ft behind. If no one wants to, then Ellismus operates the shaft engine. Q: on the map you posted, does each node represents a shaft cage/hoist setup? if so... that's a sick and very organized slaver operation...
Ellismus attempts to understand how the shaft mechanism works and operates it if successful (after everyone is in the cage, of course)
Disable Device incl. buffs: 1d20 + 15 ⇒ (12) + 15 = 27

DoubleGold |

You easily operate the machine the Ellismus though it is str dc 10 and up to four people can be on it A passage opens up. 2 Human slavers and 2 Gnoll Brutes are 30 feet away from the front liners in the tunnel. The tunnel is 10 feet wide.
init: 2 + 1d20 ⇒ 2 + (7) = 9 enemis
init: 5 + 1d20 ⇒ 5 + (8) = 13 Ellismus
init: 1 + 1d20 ⇒ 1 + (20) = 21 Jamilia
init: 7 + 1d20 ⇒ 7 + (2) = 9 Castien
init: 1 + 1d20 ⇒ 1 + (8) = 9 Jafo
init: 2 + 1d20 ⇒ 2 + (6) = 8 Brinn
Ellismus, Castien and Jamiliar are up, the enemies are 30 feet from you, and the back ones, ie the human slavers are 40 feet from you, all clumped in a 10 foot cube, all bad

![]() |

Castien casts a spell in an attempt to temporarily disable the guards.
Standard action: Cast glitterdust (Will DC 17) to include all opponents (10' radius)

DoubleGold |

will: 1 + 1d20 ⇒ 1 + (11) = 12 Human
will: 1 + 1d20 ⇒ 1 + (7) = 8 Human
will: 2 + 1d20 ⇒ 2 + (5) = 7 Gnoll brute
will: 2 + 1d20 ⇒ 2 + (12) = 14 Gnoll brute
They all scream Ah, the dust, its in my eyes. Wow, blinded four enemies, they are still in the tunnel though and you will have to take care of them someway, since they are blocking your path. Do they get a save every round for that? Or are they blinded for a full five rounds?

![]() |

They're blinded up to 6 rounds (Castien is CL 6 w/Magical Knack trait), getting a save at the end of every round

![]() |

Ellismus attempts to clear the passage. He lobs an explosive bomb.
Alchemist Bomb; ranged touch: 1d20 + 11 ⇒ (7) + 11 = 18 for dmg: 3d6 + 6 ⇒ (5, 1, 6) + 6 = 18 fire dmg on main target and 9 spash fire damage on those within 10' of target. Main target catches fire for 1d6 more dmg per round.

DoubleGold |

reflex fireball: 4 + 1d20 ⇒ 4 + (18) = 22 human, alive human
reflex fireball: 4 + 1d20 ⇒ 4 + (6) = 10 human, dead human
reflex fireball: 5 + 1d20 ⇒ 5 + (2) = 7 Gnoll
reflex fireball: 5 + 1d20 ⇒ 5 + (15) = 20 Gnoll
The alchemist bomb hits the gnoll and burns him alive
The other gnoll and human is dead too as the fire splash onto the already badly burnt gnoll.
Edit: actually one gnoll is alive with 4 hp, but on its turn it will take dmg: 1d6 ⇒ 5 and that's before we even get to the rest of the heroes having a turn, thus it's dead. Okay, according to the map, you can all go down 1 circle or over 1 circle. Going to the left is 400 ft, going down is 400 ft. I'll place a marker so you know where you are at.

DoubleGold |

For purposes of time keeping, unless you tell me you are going faster or slower, or unless the distance between each circle is something other than the standard distance or close to it from A4 to left is slightly more than standard but not by much, it takes you 2 minutes to travel from circle to circle. The small distances are 1 minute and the really long travels are 4 minutes

JAFO's pregen alias |

"Nice fire... you both dealt with them quite effectively! So what shall it be from here... west or south?"

![]() |

Is this time-sensitive or can we just clear the dungeon methodically going from A1, A2, A3, etc.

DoubleGold |

Is this time-sensitive or can we just clear the dungeon methodically going from A1, A2, A3, etc.
Random encounters every hour, but not time-sensitive, though travel at fast pace and you take negatives to stuff, if you want to say I move to A3, A2, etc to speed things up, I'll take into account shortest route and stuff

![]() |

Sounds good to me! otherwise a maze like that via PbP is a nightmare in the making! LOL

JAFO's pregen alias |

a methodical 'room by room' procession sounds fine to me

DoubleGold |

Actually it is more like pipe by pipe or something like that, you are in the sewers or at least underground, someone pick a direction left or down, remember 2 minutes, because the length between two circle are like 400 feet, unless you are going faster or less time if distance is less, but faster means negatives and stuff on those perceptions.

JAFO's pregen alias |

"Let's go west... it seems like a good direction since we have no clues on how to get where we are going, one direction is as good as another, so west it is... " that's left, so.. works for me

DoubleGold |

The heroes move carefully but efficiently to the west tube. It is long and dark. As the ceiling is only three feet tall, the heroes have to duck, while the water is only up less than an inch. Now that I reread this Supplementary tunnels are 3 feet wide and 3 feet tall, ie the purple tunnels, Distribution tunnels orange are 10 feet wide by 8 feet tall, and Yellow tunnels are service tunnels and are 15 foot wide by 12 feet tall.
It takes the heroes three minutes to reach the corner and they can see a passage leading south, and they can stand back up again as they reach the corner and they can stand up traveling south. Purple tunnels will take 50% longer since you have to duck or crawl, yellow or orange ones will take normal time.
So, hereos want to continue south or go back the way you came?

![]() |

In light of this information I propose the path shown by the blue arrows on the map.

JAFO's pregen alias |
1 person marked this as a favorite. |

"Let's go south and stay out of these small tunnels if we can avoid them... my back is aching... I'm too old to bend and twist like that."

![]() |

Ellismus (55 years old) nods as he leans on his walking stick.

DoubleGold |

The heroes travel south through the tunnels I need perception checks to look for traps here, I'll let you roll it, since by now a lot of you have circumstantial bonuses that apply. Taking 20 is not an option unless you are moving at a slow pace and doubling the time it takes.

JAFO's pregen alias |

Quinn keeps his eyes out for traps as the party moves along, wary of such things in the narrow tunnels.
perc: 1d20 + 19 ⇒ (15) + 19 = 34

![]() |

Ellismus inspects the corridors as he goes, assisting Quinn:
stealth: 1d20 + 22 ⇒ (16) + 22 = 38
perception vs. traps incl. Aram Zey's Focus: 1d20 + 10 ⇒ (13) + 10 = 23
perception to spot hidden foes: 1d20 + 8 ⇒ (16) + 8 = 24

DoubleGold |

Quinn keeps his eyes out for traps as the party moves along, wary of such things in the narrow tunnels.
[dice=perc]1d20+19
While Ellismus does not see it, you spot it just in time and grab Ellismus just before he steps into it. You keep a low voice It's a trap It is 10 feet across, you could jump over it via acrobatics or disable it via disable device, you figure it is mediocre to disable.

JAFO's pregen alias |

Quinn smiles at Ellismus and gives him a little nod... "We old geezers have to stick together... these youngsters seem to get all the credit in the Society these days... let me see if I can do something about this little trap before we proceed."
disable: 1d20 + 16 ⇒ (5) + 16 = 21
damn, shoulda taken 10... hope 21 was enough.

DoubleGold |

Trap disabled JAFO realises this is a piece of cake and is like well I've done this many times and the heroes pass safely. The travel further south then go left from their perspective and continue straight until the reach a spot where they have to go right or left and the go right or rather south down to A3.
The Laggon
The tunnel Junction is here is thirty feet wide, yet a massive pile of filth and trash rests beneath an intersecting well shaft in the ceiling, almost entirely blocking the passage ahead, but it is still passable. You have been traveling for 13 minutes, everyone give me a knowledge dungeoneering check DC 19

JAFO's pregen alias |

know dungeoneering dc 19: 1d20 + 9 + 1d6 ⇒ (6) + 9 + (2) = 17 again, should have taken 10... sigh

![]() |

untrained knowledge dungeoneering DC 10 to assist.. Quinn?: 1d20 + 5 ⇒ (5) + 5 = 10

DoubleGold |

With that, although you cannot see it, it likely has concealment from your vision if it is there and although you see no water moving or see no ripples from the water, you know that Otyughs would call this place home. Whether or not there is an alive one in there or not, you don't know, it could just be resting and completely and totally covered, dead or have left this place and was here. Disturb its home and you know that if in fact there is alive one there, it will attack. What shall you do?

![]() |

Back away sloooooowly....

DoubleGold |

You all back away slowly and a few seconds later you do see the creature as it peers half its body out of the water. It does not look hostile as you are to far away from it once you back up, but instead seems to be enjoying the garbage. You can try to kill the thing with range where it will chase you out of the water or backtrack just a little and take a different route. Keep in mind, it may or may not be the only one.

DoubleGold |

I'm going to need an detoured path to understand what you are talking about, rather than just assume I know

JAFO's pregen alias |

"Can we go back up? and then west?" on the gold line?

Jamila Pregen |

Sorry, you're right. I reversed the two arrows to indicate backtracking to the yellow (service) line and then continuing on with the original path. Basically just skipping the loop which requires us to go through the otyughs.

DoubleGold |

The heroes avoid the creatures and backtrack just a little bit in hopes of finding what they need. They spend a few minutes backtracking, but for them the journey is well worth avoiding the fight as they safely travel though the dark tunnels. 19 minutes in. Perception checks at the next A2

JAFO's pregen alias |

perc: 1d20 + 16 ⇒ (11) + 16 = 27 +3 for traps

DoubleGold |

Yep, you spot and disable the trap. I'm going to assume you are taking 10 for the disable device, givin 21 itself was enough on that last check. The heroes travel safely onward west a little more then south. As they get to A4, they can see that there is a crawl shaft at their chests. The purple pipe is raised up a little. perception checks and survival checks, we are 23.5 minutes in. 1 combat, plus the 2 traps disabled along, plus the decision about the otyugh along the way took nearly half a minute total.

JAFO's pregen alias |

perception: 1d20 + 16 ⇒ (20) + 16 = 36 +3 for traps
survival: 1d20 + 1 ⇒ (15) + 1 = 16

![]() |

Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Survival: 1d20 + 10 ⇒ (9) + 10 = 19