| Casimir |
Casimir nods slowly, scanning the cave for tracks and signs of threats.
"We should check the last chamber and the corridor for hidden doors, to make sure we don't go into the water unless we absolutely have to."
| Kalev Lehola |
Catching up to the duo, Kalev looks around for signs of passage.
Perception (Track): 1d20 + 15 ⇒ (1) + 15 = 16 (+3)
I wonder if the water can be lowered somehow, he muses, as he scans the ground and walls.
| Malthir Al Dagon |
To be honest I can barely swim...let alone in armor. Maybe there is a way through, maybe not. Malthir finally fesses up...
Do we have any magic to help? I can only think of fly as a method to move quickly through the water...if it works.
| Casimir |
To be honest I can barely swim...let alone in armor. Maybe there is a way through, maybe not. Malthir finally fesses up...
Do we have any magic to help? I can only think of fly as a method to move quickly through the water...if it works.
"I have a single scroll that will allow me to take the shape of a boggard for a single minute, and gain it's ability to swim and see in the dark as part of the deal. I only have the one scroll, and it will only work on me, though. Maybe Kip is packing something. Otherwise, I'll use it to scout ahead."
| Fenna Thistleswade |
"I am carrying a potion which would increase the imbiber's ability to swim, for a similar period."
"The lower level did not seem to be submerged through the glass; there must be something below to prevent the water from spreading, so we might need only travel a short distance underwater."
| Kip Bendybrook |
Casimir's remark causes Kip to come out of a daydream. Huh? What's that now? Oh yes. Of course! The diminutive sorcerer put a hand into his magic pack and pulls out three vials .I almost forgot I bought these. I try to be prepared you know. Holding them up he proclaims, One grants you the ability to breathe underwater while the other two allow you to swim like a fish. Webs your fingers and toes and everything! Doesn't help you breathe underwater though.
1 potion water breathing, 2 touch of the sea
| Casimir |
Ah, so if we all hold hands when you consume it we will be able to breath water for a while. Fine with me, I can walk across the bottom.
Casimir shoots Malthir a puzzled look. "I'm too weary to tell if you jest or not, but last time I checked, potions don't quite work like that. Otherwise, I'll come and hold your hand next time you quaff a healing potion."
Yeah, pretty sure only one of us gets to breathe under water.
| Kalev Lehola |
A normal casting of Water Breathing does indeed work as Malthir suggests, but I'm fairly sure that drinking the potion means you are the only target...unless the GM is nice and allows us to share the potion between us :D
If we rest till morning, I can pray for help, though I may not be able to cover everyone with Erastil's blessings.
I could prepare three Air Bubble spells, that would allow three of us to breathe underwater for seven minutes each.
| Malthir Al Dagon |
Malthir based this upon your ruling that bless worked like the spell...on everyone. We have done this multiple times through the chapters.
If drinking the potion has the same effect as the spell not sure why it wouldn't work. Remember you can't make a potion that has a range of personal so I don't think it is that much of a reach to think they would work as the spell. It would say it wouldn't work that way if that was their intention...IMO.
But it is your game so I have no issue with the ruling.
| Casimir |
Casimir pulls some rope out of his pack and ties it around his waist. "Let me check something first. Be ready to pull me out if something grabs me and drags me under."
He then makes sure his scroll cases are securely fastened and puts any delicate items into his waterproof bag and wades out into the water looking for the shiny object he saw.
| Kip Bendybrook |
Be careful Cas... Kip whispers as Cas prepares to scout the water route before them.
| DM Alexander Kilcoyne |
Having a brief swim, Casimir saw that the pool was not excessively large. The stairs seemed to descend about twenty feet, judging from his exploration, before turning. The pool itself was about thirty feet deep, with a passage leading north that seemed to flow back into the river. At the bottom of this pool, Casimir found the calcified skeletal remains of a long-dead humanoid on the pool bed. The contents of a ruined belt pouch had surely flowed away by now over the months or years the skeleton had been here, but Casimir was able to take the red ruby and platinum ring on the skeleton's figure without incident.
| Kip Bendybrook |
I think the stairs turn and continue on AND there is "a passage leading north that seemed to flow back into the river." Right Alex?
| Casimir |
"So, assuming retreat is still not an option, we are left with two choices: stay here and set an ambush for Vordakai or head down the submerged stairs. If we head down, should I scout ahead in boggard form, or should we all use the water breathing and go together?"
| DM Alexander Kilcoyne |
The ring Casimir examined did seem to radiate with a varied aura of moderate strength. After some experimentation, discussion and some testing, the Guardians concluded that it was a lesser Ring of Revelation, which Fenna seemed to have an affinity with. While wearing it, the Bleaching's feet seemed to barely touch the ground, not leaving tracks. In addition, she found herself able to levitate several inches from the ground at will.
The ring grants Fenna the following revelation.
This item is considered to be a DM "freebie" to help WBL discrepancy and should not be factored into a treasure split.
| Kip Bendybrook |
Cas, Malthir, Kip, Fenna, Ricter and Kalev?
| Kip Bendybrook |
Maybe Cas, Malthir, Kip, Fenna, Kalev and then Ricter makes more sense.
| DM Alexander Kilcoyne |
In formation, the Guardians awkwardly navigated the water. While some of them were able to swim it would be more accurate to say that Malthir and Ricter simply walked along the bottom of the pool, weighed down as they were by their full platemail.
The stairs descended steeply north for about twenty feet before eventually turning sharply west before rising, eventually ascending out of the flooded area once more, coming into a small chamber full of ancient looking pottery- primarily vases, cups and amphoras. This pottery depicted lotus flowers, cities, and one-eyed humanoids engaged in everything from worship to fighting to athletic contests. Some even show vicious confrontations between these humanoids and centaurs. The humanoids are all portrayed in a distinctive stylistic manner with a wide-legged, sway backed stance.
The oddly shaped chamber has a set of stairs descending to a bronze double door to the southwest.
| Kip Bendybrook |
Kip looks around at the others before settling on Kalev. Elbowing his good naturedly in the knee (his ribs too high for Kip to reach) Kip smirks, You are the one who deals with mysterious doors aren't you?
| Casimir |
Casimir moves down to the doors, looks them over and listens for sounds on the other side.
Assuming he finds nothing, he says "Let's move on, no need to linger among shards of broken pots." and opens the doors.
| Kalev Lehola |
When did I become the designated trapfinder? Kalev says with a smile, moving up to the doors and assisting Casimir in searching the doors and listening for clues.
Perception: 1d20 + 15 ⇒ (17) + 15 = 32
| DM Alexander Kilcoyne |
Peering inside the pots, Ricter found only ashes kept in neat piles inside; his hunch was right.
Checking over the door, Kalev was fairly sure it wasn't trapped. He still let Casimir open it, just in case. It opened without a hitch and with magical light, the group peered into the dark stone room ahead.
A ten-foot-high hallway extends at an angle from a bronze door, passing two shallow alcoves before reaching a square room. Standing in the side alcoves are two man-sized statues of painted stone depicting one-eyed humanoids. More of these statues stand in ranks within the room beyond. There was no obvious exit from the room.
Casimir- 1d20 + 9 ⇒ (3) + 9 = 12
Malthir- 1d20 - 1 ⇒ (15) - 1 = 14
Fenna- 1d20 + 13 ⇒ (6) + 13 = 19 (GM reminder- + 19 at night)
Ricter- 1d20 + 10 ⇒ (19) + 10 = 29
Kalev- 1d20 + 15 ⇒ (18) + 15 = 33 (GM reminder- terrain bond woods: Kalev +3 init, kno: geog, perception, stealth, survival, party +2 init, perception, stealth, survival)
Kip- 1d20 + 3 ⇒ (14) + 3 = 17
Of all of the Guardians, Kalev was the most alert. He spotted the tell-tale tips of a raised portcullis in a shadowy recess of the initial hall’s ceiling just shy of the alcoves; although he did not spot any trip wire, pressure plates or obvious mechanism that would trigger it.
| Casimir |
"Right...good thing you spotted it. Hmm....with no apparent trigger here, I suspect it is meant to fall as we move further into the room, trapping us. We had better move with extreme care. Do any of you have any pitons or something similar we can use to jam it, in case we do trigger it?"
Casimir gives each of the two statues in the alcoves a close inspection.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
| Fenna Thistleswade |
Sorry for the long silence; I've been swamped with work, too.
"I have no pitons," Fenna admits calmly, peering towards the statuary, "though if nothing else, I may be able to magically lift it for our exit, or perhaps keep it elevated as we pass should trapping us not be the only danger it poses."
| Kip Bendybrook |
I don't have anything to help here either... sorry.
I suppose I would have room for a few more useful things in my pack. I'll try and remember to pack some for next time.
| DM Alexander Kilcoyne |
Casimir moved to examine the statues, but realised that to reach them he would have to approach the portcullis. From a distance of twenty feet, the statues appeared to be made of stone and were worn, with fragments missing from their shape. They seemed to depict one-eyed, hulking warriors.
Alcoves come after the portcullis. Order (east to west) is- you, Portcullis, Alcoves, Main Room.