GM Paladin
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To avoid any trouble when you leave the city, you make a detour to the appraiser recommended, and the man takes about an hour and determines that the geode is not an ancient Osiriani artifact.
While that is taking place, those who'd like to can listen to rumors in the marketplace.
An upcoming holy day of Sarenrae has people remembering how a cleric of the goddess tried to purge the land of evil over a hundred years ago; however, the ruins of the old city beyond the cliff walls still hide shrines to the old faiths, especially the serpent cult of Apep. The serpent god’s slithering children are blessed with the ability to go unnoticed by eyes accustomed to the Dawnflower’s light.
After this, you return to the city gates and exit, heading for the well in question. It is thoroughly abandoned, wild grasses hugging the low, crumbling walls surrounding the wide mouth of the well. The opening is 15 feet wide at the top.
Map updated. We're not in initiative, but please move your icons on the map to indicate where you are.
Telos Downshot
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While the appraiser inspects the party's "geode", Telos wanders the crowds in the immediate vicinity.
Diplomacy, gather info: 1d20 + 4 ⇒ (6) + 4 = 10
He reports back to the group.
It seems Madame Zelekhati is hiring at the Dancing Dune, but you have to be full or partial elf blood. Also, the merchants are saying to avoid Beggar's Alley because of some Hundredfingers gang.
Telka Ibn Jad
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Telka also spends some time asking around.
Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11
But has no more luck than Telos.
Arin Halfnirsdottir
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diplomacy: 1d20 - 1 ⇒ (16) - 1 = 15 not her strong suit but hey!
since they're swapping gossip, Arin adds, "I also heard something about the Osirionologist, Lozar. It seems that he's in a real hurry to leave town and being stingy. The locals are angry with him. Perhaps we can use that to our advantage."
Pau
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Diplomacy 1d20 - 1 ⇒ (5) - 1 = 4
Pa does his best to butter up some local sources for information, but unfortunately struck out, not hearing anything at all.
GM Paladin
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The appraisal wraps up easily and you all head to the well.
Climbing down will require a DC 15 climb check. The usual methods, such as securing and lowering a rope, would decrease this DC.
Pau
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Pau pulls out his coil of rope, looks for a sturdy place to tie it off, and once secured climbs down into the well.
Climb 1d20 + 9 ⇒ (9) + 9 = 18 plus rope bonus.
Telos Downshot
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Ah! Good, glad to see one of us came prepared with rope.
Climb: 1d20 + 1 ⇒ (1) + 1 = 2
He then proceeds to slip and lose his hold on the rope...
Uh oh. Guess we're finding out how deep it is.
GM Paladin
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Pau, you can make a reflex save followed by a climb check if you want to try to catch Telos while hanging from the rope. Otherwise, you can let him fall.
Vuldruk
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vultruk carefully observes the terrain and decides to remove his rope from his backpack while securing it to a stable surface and preparing to rappel
perception: 1d20 + 5 ⇒ (9) + 5 = 14
climb: 1d20 + 4 ⇒ (20) + 4 = 24
Telka Ibn Jad
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Telka peers ddown the hole. Do we all really need to go clambering down there? Surely one of us is enough to recover whatever is there?
Just in case he pulls out a potion from his pocket.
If Telos does fall Telka will channel soo he doesnt die in the water.
Channel: 1d6 ⇒ 4
Pau
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Refl3x 1d20 + 8 ⇒ (7) + 8 = 15
Climb 1d20 + 9 ⇒ (10) + 9 = 19
Pau tries to help sturdy the halfling, while keeping his grasp on the rope.
GM Paladin
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I didn't recall the falling rules and it's actually a meelee touch attack against Telos to catch him, but you got it regardless. The climb check was DC 17 (Normal DC of a rope with a wall to brace is 5, slippery conditions mean +2, and 10 higher to catch a falling person), so you made that too. Well done, no pun intended.
Telos is overconfident, and his foot slips on a moss-covered rock as he begins to climb down. He falls 10 feet before Pau catches him in one hand, the halfling dangling from the monk's grip as he pants for breath.
Meanwhile, Vuldruk sees that these two are safe, and climbs down past them to the bottom.
Examining the silty water, it is only a few feet deep, but Vuldruk easily discovers a passageway hidden by the water level that could be crawled through. There are no signs of the treasures you were sent here to find, so if they are here, they must be through here.
Telka Ibn Jad
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Looking at the descent Telka sighs a little and looks at the heavy armour he is wearing. He downs the potion, steps over the lip of the well and walks down.
Uses a potion of spider climb. It allows him to climb without making climb checks. It lasts for 30 minutes.
Telos Downshot
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Telos looks at Pau and then downward in disbelief. My thanks Pau. I'm not sure why I couldn't keep my grip there, but it happened so fast.
He grabs ahold of the rope again but stays in position to hear more from the others.
So... how deep is it? Perhaps Telka is right and I should wait at the top.
GM Paladin
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It is easy to see now that the well is 30 feet deep, and the water at the bottom is very shallow.
Pau
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Pau will lead the others to the door, see if anything looks abnormal, and open it.
Perception 1d20 + 9 ⇒ (3) + 9 = 12
After the door is opened, he pulls his wand of Mage Armor, and asks Telos to use a charge on him.
Mage Armor for an hour.
Telos Downshot
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Hold on, I'm trying! Not the strongest halfling here...
Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Climb: 1d20 + 1 ⇒ (11) + 1 = 12
He struggles for several moments, in-place.
Climb: 1d20 + 1 ⇒ (9) + 1 = 10
Again he slips...
Climb, catch self, DC35: 1d20 + 1 ⇒ (7) + 1 = 8
He tries to grab the rope again but doesn't even come close.
So much for halfling strength, how about halfling reflexes...
Acrobatics, ignore first 10' and NL damage, DC15: 1d20 + 5 ⇒ (10) + 5 = 15
He just twists his body around to make a passable rolling landing in the shallow water below.
Let's see, you stated he was caught after falling 10 feet, which means the remaining fall should be 20 feet.
Fall non-lethal damage: 1d6 ⇒ 4
Telos grimaces and groans as he collects himself and finally takes Pau's wand and applies it for him. There you go. I've got some of the same to do...
After handing it back he gets out a wand and a scroll of his own.
Wand of Mage Armor, Mage Armor for 1 hour.
Cast Read Magic to decipher scroll of Cure Light Wounds.
Use Magic Item, Scroll of Cure Light Wounds, DC21: 1d20 + 9 ⇒ (9) + 9 = 18
He squints, frustrated at the magic scroll, rereading a couple of the lines that he may have gotten wrong...
Use Magic Item retry, Scroll of Cure Light Wounds, DC21: 1d20 + 9 ⇒ (16) + 9 = 25
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
He then gets out his spear and imbues it with an arcane light.
Draw weapon
Cast Light on shortspear.
Okay, sorry for the delay. Climbing is not my thing... I'm all set! Would anybody else like a bit of arcane protection before we proceed?
Feel free to claim a charge of mage armor if your character would benefit from a non-stacking +4 armor bonus to AC
Phew! That was a lot of d20 rolls, casting, skillchecks, and finally reasonable success just to travel 30 feet and prepare to go through a door :P.
Telos eyes the door closely in his arcane light for traps...
Perception, look for traps: 1d20 + 3 ⇒ (10) + 3 = 13
Telka Ibn Jad
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Telka looks at Telos as he stands on the side of the wall. You realise I could have just carried you down while I am spider climbing? Its a very interesting new experience for me. Walking on the walls and ceiling gives you a very unusual perspective on the world, it's quite lliberating.
GM Paladin
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Hold up, hold up. There's no door. I'm not sure where you got that idea. .
Under the water level, there is a narrow passage that one could crawl through. No light is visible though the passage, and you're not sure how far it goes.
Telka Ibn Jad
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Telka peers down the passage looking to see if he can see the end of it with his darkvision.
GM Paladin
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Telka uses his dwarven eyesight and knowledge of stonework, and is able to determine that the passage opens up after about 15 feet. There should be room to stand and air to breathe.
Telka Ibn Jad
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Looks like there is plenty of space down there a bit says Telka as he pushes his way down the passage. He is always keen to explore new places. When it opens up he will walk up the side of the wall to make sapce, assuming something doesnt try to murder him of course.
GM Paladin
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Telka takes a deep breath and plunges into the narrow passage. The dwarf's broad shoulders make a tight squeeze in some places, but he makes it through, finding himself in a vast underground chamber. The room is pitch dark, and even Telka's darkvision seems to have trouble penetrating the gloom. (Flavor only, Darkvision works normally.)
A dark pool fills the center of this vast chamber spilling out of its cracked basin. The trickle of water flows west through a short tunnel of rough-hewn stone and pools at the bottom of a collapsed well. Alcoves set in the walls give the illusion of staring at the flared hood of a cobra. Two altars face each other across the pool in the chamber’s northwest and southeast corners. A statue of a robed human male stands in the northeast corner, and what must have been its twin lies toppled in the southwest corner.
When Pau feels the rocky ceiling disappear above him, he rises up out of the water into pitch darkness. He can hear Telka's breathing beside him, and smells musty earth, foul water, and dry dust, but sees nothing at all.
Botting Arin:
Now that the Dwarf and the Monk have moved, giving more room to climb down, Arin takes the rope and works her way down. 1d20 + 2 ⇒ (16) + 2 = 18
Pau
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”I can’t see a damned thing in here. Does anyone have any magical light? Or else I’m as worthless as a fish out of water.”
Telos Downshot
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Telka looks at Telos as he stands on the side of the wall. You realise I could have just carried you down while I am spider climbing? Its a very interesting new experience for me. Walking on the walls and ceiling gives you a very unusual perspective on the world, it's quite lliberating.
I had no idea. Let's remember it on the way back up.
”I can’t see a damned thing in here. Does anyone have any magical light? Or else I’m as worthless as a fish out of water.”
Yes, recall that Telos cast light on his spear, so wherever it points there is light.
Light coming up! Telos follows Telka and Pau through the passage, trying to determine the shape of the new chamber with his light.
GM Paladin
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Telos's spear illuminates the room sufficiently that all can see all relevant features of it, though the further corners are in dim shadow.
Pau
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Perception 1d20 + 9 ⇒ (15) + 9 = 24
Pau heard the dragging noise, and pointed it out to the others.
Stupid board ate my longer post.
Arin Halfnirsdottir
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I'm back
perception: 1d20 + 1 ⇒ (8) + 1 = 9
Arin doesn't hear whatever Pau did, but she nocks an arrow to her bow nevertheless. "Is it a trap or a creature?" she asks no one in particular.
if we want, Telos could cast light on a couple of arrows and she can shoot them around to provide more light coverage
Telos Downshot
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Telos moves down the corridor to the opening of the chamber, looking for traps before he moves in completely.
Perception, traps: 1d20 + 3 ⇒ (7) + 3 = 10
Telka Ibn Jad
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Im afraid I dont have a light with me. I meant to pick up a wayfinder before leaving the Grand Lodge last time I was there but funds are...a little low.
With that he mutters a quick spell (detect magic) and heads around the room towards the nearest statue, walking about ten feet up the wall. He takes his time, alert for dangers on the way.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
+2 if it relates to the stonework
And examines the statue to see if it has any significance.
History or Religion if relevant: 1d20 + 6 ⇒ (9) + 6 = 15
GM Paladin
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I moved the icons for Arin and Vuldruk into the room.
Telos is looking around for traps and doesn't notice in the gloom that what appeared to be a coil of ancient rope is actually moving, until the massive cobra rears up, hood flaring wide to threaten him!
I wanted to roll for Vuldruk to see if he perceived the cobra but I couldn't find his perception modifier, so I'll assume he didn't. In any case, the surprise round action of the snake is to move forward adjacent to Telos.
Having heard the sound a moment earlier, Telka and Pau are alert to the change and able to react to the snake's appearance.
Surprise round! Telka and Pau can act now, after the snake's action, then we're in normal rounds.
Pau (surprise round)
Telka (surprise round)
Vuldruk (round 1)
Cobra
Arin
Telos
Pau
Telka
Arin: 1d20 + 3 ⇒ (16) + 3 = 19
Telos: 1d20 + 5 ⇒ (13) + 5 = 18
Pau: 1d20 + 2 ⇒ (13) + 2 = 15
Telka: 1d20 + 1 ⇒ (11) + 1 = 12
Vuldruk: 1d20 + 3 ⇒ (20) + 3 = 23
Red Cobra: 1d20 + 5 ⇒ (15) + 5 = 20
Black Cobra: 1d20 + 5 ⇒ (7) + 5 = 12
Telka Ibn Jad
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Telka jogs down the wall and across to the little halfling to protect him from the snake. Don't worry, I'm coming!
As he does so he draws a wand from his belt.
Moving 30', if any of it is difficult terrain Telka activates Agile Feet to ignore it. He draws a wand of bless on the way.
Pau
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Pau quickly moves just south of Telka, hoping to aid the others next round.
Could someone move me, please?
Vuldruk
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vuldruk when noticing the snake goes as fast as possible and hits the ophidian with his falchion as strong as he can.
falchion attack+power: 1d20 + 4 ⇒ (20) + 4 = 24
crit conf.: 1d20 + 4 ⇒ (2) + 4 = 6
damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9
GM Paladin
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Vuldruk carves a wicked wound in the side of the snake. It weakens the serpent enough that it snaps ineffectually at the halfling, then tries to back away. Vuldruk takes the opportunity to backswing with his falchion and cuts the snake's head clean off. It lands on the muddy floor, where it still snaps and writhes as if trying to bite one more time even after dying.
Still in initative for... reasons, Pau, Telos, and Arin may take an action as well. Those who heard the sound earlier recall hearing it from more than one location.
bite vs. Telos: 1d20 + 2 ⇒ (1) + 2 = 3
Vuldruk AoO: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 2d4 + 7 ⇒ (3, 2) + 7 = 12
Pau
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Pau points to where he heard the other sound. ”I bet it’s over there. Someone want to pepper it with arrows, rather than us getting poisoned?”
Telos Downshot
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Telos watches his teammates slice up the cobra almost as soon as it reveals itself to him. Don't I know how to pick friends.
Telos ventures out again, taking a few steps to see if another snake is enticed to reveal itself.
15', move action
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
If one does pop out...
electricity damage: 1d6 + 1 ⇒ (3) + 1 = 4
GM Paladin
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Another snake rears its head out of the pool as it extends its hood and moves to bite at Pau. Telos manages to blast it with a jolt of electricity. This throws off its strike enough that Pau can dodge.
All PCs are up.
attack: 1d20 + 2 ⇒ (11) + 2 = 13
Telka Ibn Jad
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Telka reaches out and taps Pau on the shoulder, Blessings of Desna be upon you after which he clicks his heels together and jogs around the snake to provide a flank.
Using Bit of Luck on Pau, you get to roll twice on all d20 rolls until the start of my next turn. He then activates agile feet as a free action to ignore difficult terrain and moves to flank. This provokes, his AC is 20
GM Paladin
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The snake bites Telka as he moves effortlessly through the dark water.
3 damage to Telka, and you need to make a fortitude save against poison, DC 13, or take 2 Con damage.
Snake AoO: 1d20 + 2 ⇒ (20) + 2 = 22
confirm: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d4 - 1 ⇒ (4) - 1 = 3
Con damage: 1d2 ⇒ 2
Telka Ibn Jad
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Fort, dwarf bonus: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Tellka shudders as the snakes fangs sink into him, I'm OK...I think.
Vuldruk
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Seeing Vultruk another snake again approaches and brutally hits with his falchion
falchion attack+power attack: 1d20 + 4 ⇒ (19) + 4 = 23
crit.conf: 1d20 + 4 ⇒ (4) + 4 = 8
dmg: 2d4 + 7 ⇒ (4, 1) + 7 = 12
Pau
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Pau kicks out twice at the snake.
Attack, Flurry 1d20 + 7 ⇒ (8) + 7 = 15
Bit of luck 1d20 + 7 ⇒ (9) + 7 = 16
Damage 1d8 + 5 ⇒ (1) + 5 = 6
Attack, Flurry, I1d20 + 7 ⇒ (1) + 7 = 8
Damage 1d8 + 5 ⇒ (5) + 5 = 10