| Kip Bendybrook |
As the group stands around, stymied by an apparent trap, Kip asks uneasily, So... who wishes to search for the trap's trigger mechanism?
| Casimir |
"I'll go. You stay here and be ready to hoist the portcullis back up if it traps me," Casimir says and moves carefully into the room.
Examine the floor and the alcoves with two statues for now. Stay clear of the main room.
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
| Malthir Al Dagon |
You see the strain of concern on Malthir's face as Casimir volunteers to go in harm's way for the group. He wants to be the one to lead...but he knows Cas is much better at this kind of thing than he is.
Stay safe my friend. Perhaps the mechanism is on the floor below the portculis?
Maybe we can assist if it is in plain view like a pressure plate?
| DM Alexander Kilcoyne |
Kalev Perception: 1d20 + 15 ⇒ (6) + 15 = 21
Deciding to accompany his ally, Kalev joined Casimir and they cautiously moved a little further into the corridor, past the portcullis. They moved swiftly when crossing the threshold, crouch-running in case it slammed atop of them- but the portcullis did not shift at all. Closely examining the floor and statues, Casimir and Kalev could see nothing out of place. Interestingly, it appeared that all of the sixteen statues (14 main room, 2 in alcoves) once bore weapons and armour atop them like mannequins, but only four of the statues in the main room remained unlooted. Every other statue bore a metal helm, more decorative than functional.
Casimir and Kalev could peer into the main room from their new position, but they surmised that the way forward must not be an obvious one- likely concealed in some manner.
| Kip Bendybrook |
That might work... Kips says looking at the big burly types expectantly.
| Kip Bendybrook |
Kip clears his throat...
| Casimir |
"We'll get one of the statues in place, then search the main room carefully. I'm confident there is some hidden way out of here, but there is almost certainly also a hidden trap to drop the portcullis. So we should move and search with extreme caution."
Move the statue, then take 20 on searching both rooms, even if it means our water breathing will run out.
| Kip Bendybrook |
I would hope it doesn't take more than an hour and a half to search the room. :P
| Ricter Vorsk |
Ricter sets down his shield and flail and moves up to assist Kalev if necessary.
"This chamber is clearly a tomb, but when undead armies are being raised in a mausoleum it's a bit late to worry about defiling it by breaking statues."
| Kip Bendybrook |
As the bigger bodies attempt to move the statue into position, Kip assists Casimir in searching the rooms...
| DM Alexander Kilcoyne |
Combing the room carefully and meticulously for a good half an hour, the trio of Casimir, Kalev and Kip found a few things of note in the large stone chamber while Ricter, Malthir and Fenna moved past the portcullis and into the corridor beside the alcoves.
While the statues were quite sinister looking, especially those garbed with actual armour, the three could deduce nothing out of the ordinary or magical about them.
However, on the ceiling twenty feet above they spied 16 well hidden openings, each a little over 4 feet in diameter. Carved into the stone, these openings resembled secret doors, their outlines blended well into the roof so as to not be easily discernable at first glance.
A short time later, they found a secret door at the west end of the chamber. Carved into the stone, the handle was well disguised. However, the trio deduced that opening this door would open the 16 ceiling doors as well, perhaps as part of some trap that they could not really understand without knowing what the 16 ceiling doors led to. As such, they had not yet tried opening the door.
Over to you.
| Kip Bendybrook |
What do you suppose they drop on us? Kip says peering up at the roof.
| Casimir |
"No idea, but I'll wager it's nothing pleseant. We have these mysterious trap doors and a portcullis most likely meant to seal us in with whatever nasty comes out. Undead warriors, perrhaps? That would make sense given the statues and the other undead we have encountered. Or perhaps water? We did pass through a flooded chamber to get here so we know we are below the water level of the river. Any ideas? Do we open the door and take our chances, or do we backtrack to try and find another way?"
| Kip Bendybrook |
Kip looks at the ceiling high overhead. Not that they would mind the fall, but why drop undead from such a height? They would still suffer from it no? Something that flies perhaps?
I think water seems the more likely scenario, Kip says contemplatively. And with the portcullis, even those on the other side would be at risk of drowning.
Then again, why so many holes? Wouldn't one be enough to flood the chamber?
Do you think there is another way in?
If we are going we would have to go quickly. The water breathing magic won't last forever...
| Malthir Al Dagon |
Lets be done with it, if the statues hold the portculis won't seal us in anyways. If it is water then our magic will see us through. Be ready to break down the door if needed.
We did move the statues beneath the portculis right?
| Casimir |
"I agree. We should gather around the door, in case enemies drop out of the holes. That way, we won't be swarmed individually."
Casimir moves over to the secret door and prepares to open it as soon as everyone are ready.
We did move the statues beneath the portculis right?
We did. It's on the map and everything.
| Kip Bendybrook |
Which way is the front? The secret door? Kip asks moving into position.
| DM Alexander Kilcoyne |
Casimir opened the secret door; revealing a corridor and a set of stairs leading up for only a brief moment before a portcullis slammed down inches in front of his eyes. At the same moment, the larger portcullis to the east slammed down against the stone statue; utterly smashing it apart with the formidable downward force that it conveyed and blocking the other exit of the room.
At the same time, the sound of groaning stone could be heard from the two eastern alcoves, as two exceedingly ancient doors were opened by an internal mechanism.
Simultaneously, the sixteen ceiling doors burst open and gallons upon gallons of water begun to rapidly flow into the chamber. In mere seconds from only the initial flooding, the floor was already a foot high in water by the time the Guardians had recovered their balance from the initial impact. In addition to various fish also being flung into the chamber from the river above, an exceptionally large river eel was also smashed against the floor of the chamber. It did not seem to enjoy this forced treatment and immediately sought to take out its anger on the nearby Guardians...
The room was evidently an elaborate trap, never before triggered. It was quite clearly not reversible and the flooding could prove deadly; at least, it could to adventurers not already magically imbued with the power of Water Breathing...
Combat/Trap to start when I return from holiday. If anything is unclear you have plenty of time to ask questions.
| Kip Bendybrook |
Maybe we should have moved both statues under the portcullis, Kip offers helpfully.
| Malthir Al Dagon |
Kalev, can you use your strength to open the portculis while we handle the threat of the eel?
Malthir moves to intercept the Eel nodding to Cas and Ricter, drawing his sword as he slowly moves towards the creature.
| DM Alexander Kilcoyne |
Flood Trap
Round 1-
Initiative Rolls-
???- 1d20 - 2 ⇒ (2) - 2 = 0
River Eel- 1d20 + 8 ⇒ (15) + 8 = 23
Casimir- 1d20 + 5 ⇒ (3) + 5 = 8
Malthir- 1d20 + 0 ⇒ (10) + 0 = 10
Fenna- 1d20 + 0 ⇒ (5) + 0 = 5
Ricter- 1d20 + 2 ⇒ (5) + 2 = 7
Kalev- 1d20 + 3 ⇒ (2) + 3 = 5
Kip- 1d20 + 6 ⇒ (4) + 6 = 10
Ordered Initiative-
Kip- 10
Malthir- 10
Casimir- 8
Ricter- 7
Kalev- 5
Fenna- 5
???- 0
Readied Action- Giant River Eel (Init 23)
Active Effects-
Map-
Notes-
Map is difficult terrain but is not yet considered deep enough to be fighting underwater or to require swim checks. Thus, no charges and double movement cost.
Action-
Not yet able to move its large bulk in the limited height of water available in the room, the Eel nevertheless retained the use of its vicious and dangerous looking mouth, which it directed towards the Guardians.
The group is up.
| Kip Bendybrook |
Round 1 Init 10
Kip watches the eel but does not react yet, waiting to see how the others fair against it first... (delay)
I don't suppose we can reason with it.
Current status & effects:
AC: 20 HP: 62 of 62
water breathing
| DM Alexander Kilcoyne |
Its a large and deadly fish native to the Stolen Lands rivers. Strong, tough and agile it is especially deadly when it has latched onto a foe with its bite (Grab) and possesses a second set of jaws inside its throat it can use on grabbed opponents for a smaller, secondary bite attack.
Animal rather than magical beast. Can't be tripped. High CMD and very good at escaping and/or squeezing through small spaces.
| Casimir |
"Watch out. River eel are notoriously tough, especially if they latch on with their bite. Don't let it attach itself to you, it's got a second set of jaws that will chew right through mail and plate. Our best bet may be to drive it off. Unseen servant, take my sword, then move next to me and hold it until I move to reclaim it."
Releasing his grip on Brightclaw, Casimir moves past Ricter to get a clear shot, drawing his bow his bow as he goes. Once in position, he nooks and fires one of the magical arrows he has been carrying since the Guardians slew the giant dire boar years past. Free action to drop sword, Move to B5, fire animal bane arrow.
Attack w/animal bane arrow: 1d20 + 13 ⇒ (8) + 13 = 21
dmg: 1d8 + 2d6 + 7 ⇒ (4) + (3, 4) + 7 = 18
This assumes my unseen servant is still active and able to garb my sword when I drop it. If not, I'll still perform the action and worry about getting my sword later.
| Malthir Al Dagon |
Malthir will an action to step up 5' if needed and attack anything within my range.
+2 longsword pwr atk 1d20 + 12 + 2 + 1 + 1 - 3 ⇒ (12) + 12 + 2 + 1 + 1 - 3 = 25 dam 1d8 + 4 + 2 + 6 ⇒ (1) + 4 + 2 + 6 = 13
| DM Alexander Kilcoyne |
As seen on the map, the Eel is 25 feet away. You won't reach it in one move action. Will assume you meant ready an action and move on :).
With Malthir preparing his sword for assailants, Casimir nocked an arrow while his Unseen Servant held his sword aloft for him nearby. Loosing at the Eel, the fish was unable to effectively dodge in the limited amount of water available and the arrow pierced it solidly in the body. It thrashed in pain, squashing one unfortunate smaller fish who had strayed much too close.
| Ricter Vorsk |
Ricter follows Malthir's lead, staring down the eel ready to punish it if it tries to strike.
Ready action: 5' step + power attack
Flail power attack: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 1d8 + 15 ⇒ (7) + 15 = 22
| Fenna Thistleswade |
Fenna rocks slightly at the force of the water rushing around her feet, and reaching out a hand to steady herself against the wall, she attunes herself to the language of the river.
"We are not prey." She warns the gigantic eel sternly, though her slight frame lends far less credence to the statement than Casimir's arrow.
Speak with animals
Intimidate: 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16
| Kip Bendybrook |
Mindful that they may have many more battles to come before he can rest and regain his arcane energies, Kip continues to hold himself back in reserve. (continue to delay)
| PlayerBot |
Resting Cleft on the wall beside him, Kalev clutched the gate with two meaty hands and began to lift- or rather tried to. Initially, he made no progress with the gate whatsoever, despite his great strength. His face turned red with fury and indignation that the portcullis could resist him; and with a roar of anger and defiance he slowly raised the portcullis, high enough that he was able to get under it and lift it to a height just above his head. His muscles near-locked as he held the gate open despite its continual downward force and gasped-
Take Cleft and get through the portcullis. Who knows what other surprises this room has for us...
Strength Check VS DC25 (Success): 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
1 round of rage used.
| DM Alexander Kilcoyne |
The mighty Eel seemed to understand Fenna and looked a little less hostile, if still very wary. Almost on cue from Kalev's words, two more Dread Zombies emerged from hidden doors at the far end of the room, by the other portcullis. They began to slowly wade through the water towards the Guardians and the Eel between them
No map update available. The group is up for Round 2. Of course, if you just want to press on and save resources you can leave the Eel and the Zombies behind you. Even if they could lift the portcullis, they are all too bulky to follow through the doorway.
| Kip Bendybrook |
Kip steps through with the others.
| DM Alexander Kilcoyne |
The Guardians ducked through the portcullis, with an invisible force carrying the heavy polearm through. Kalev let go and leapt backwards in a simultaneous motion, the portcullis crashing down once again. With the chamber rapidly flooding behind them and with two Undead cyclops' doing battle with a powerful natural predator in its own element now that the water was rising, the group ascended up the stone stairs, which slowly wound round, carved into the rock and earth. The stairs led to a north-facing corridor, with a simple stone door at the end of it.
| Casimir |
Taking a moment to allow Kalev to catch his breath, Casimir stowed his bow and glanced down the stairs towards the now flooded chamber.
"I really hope there is another way out. I would hate having to go back that way, especially without the benefit of water breathing."
Since some time has passed since the group's entry to this place, he also draws his wands and renews the magic that allows him to move freely and see invisible forms. Once done, he offers them to the others, then replaces both wands.
Use wand of feather step (10 min duration) and see invisibility (30 min duration). Anyone who want's a hit off either are welcome.