
Chi T'reignial |

As Chi hits the deck and lets out a loud sigh, as the air is pushed out of her lungs, she gasps for breath. Between the breaths, she cries out "Please help, a rope, let it down so I can get out of this pit." Her bones, her body bruised and battered by the fall, she starts to sob, but quickly stops, knowing she is trapped in the pit with no-where to go, but be rescued by her friends.
As she waits for the rope to appear, she mutters words of a spell to aid her from further disaster.
Getting all the lucky dice rolls I see....casts resistance on herself, then guidance, she needs all the help she can get with the dice.

Ambroze |

Ambroze mentally directs the Dancing Lights to move over the pit to provide illumination for Chi.
As Marcus lowers a rope for Chi to ascend, Ambroze studies the trap mechanism from his side of the pit. "I wonder if there is any way to close the trap and make it safe to cross once Chi is out," the gnome scholar muses aloud. "Otherwise we'll all have to climb down and back up the other side to rejoin Marcus and Chi."
Knowledge (engineering) check in lieu of Disable Device? 1d20 + 7 ⇒ (4) + 7 = 11 - probably not!

Chi T'reignial |

Seeing the rope come dangling down, Chi limps towards it and ties one end around her waist, talking up to Marcus she grabs the rope with all her might. "Pull me up Marcus, I feel weak after the fall, just get me out of here. I'm ready, NOW!"
With the light showing the small tunnel, a sweat comes on her brow, "Quick, there's a hole big enough for enormous rats or something."
Climb 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15 with guidance and to aid Marcus as he pulls Chi up.

Marcus Alanto |

Using all his strength Marcus hauls Chi up with long pulls on the rope. When she is within reach he reaches down with his right hand and grabs her firmly.
I've got you elf girl. Gave us a bit of a scare there.
Take 10 on a strength check for 13 if that is required but should be below my maximum weight. If the pit is 15 foot long we're not easily jumping back across. We need a long bit of wood or something, maybe one of you could salvage from the ship?

DM Alexander Kilcoyne |

It will be a DC15 acrobatics check to clear the gap, assuming a running start. You doubt any of the waterlogged, ancient planks of the shipwreck would support your weight.
1d100 ⇒ 33
1d100 ⇒ 55 1-50 sd 51-100 gbm
1d4 + 6 ⇒ (2) + 6 = 8
Marcus hoists Chi out of the pit. Including pulling her out, the process has taken about 30 seconds.

Marcus Alanto |

Check seems too high for most of us to make reliably. Marcus could only make it less than a quarter of the time. If we can't find anything to bridge the gap we're in a bit of a pickle. Best I can think of is for Marcus to brace a rope and tie it the people on the far side one at a time. They can jump and if they fail the check Marcus can haul them in before they hit bottom. They might still take damage from hitting the lip of the pit but its got to be better than 3d6. Once we're all across hopefully we can find another way back to the bridge to secure our exit route.

Chi T'reignial |

Chi studies the trap doors, wafting the hair out of her eyes as it falls down as she bends down. She sees if she can reset the trap and jam the mechanisms, so the floor would be stable and the group can cross it without fear of falling. But in the dim light, she can't quite make out intricacies of the trap. "You know, this is just too difficult for me, other than using a rope to climb down, then crossing the floor, before using another rope to climb up this side. Or perhaps, dropping down to the floor, then use Marcus' rope to get up, but I don't know." She shrugs her shoulders in resignation as fate will guide her friends across.
Disable Device 1d20 + 9 ⇒ (2) + 9 = 11
Some great rolls going on here....

DM Alexander Kilcoyne |

Although both Chi and Ambroze are able to determine that the trap reset is manual, neither of them are sure of how to operate it. Wih a great leap, Gwenyth just barely makes it across the pit and Tun'ada follows with practiced ease. This leaves only Ambroze and Mawj on the other side. The goblin waits for Ambroze to cross...
Remember, the smallies get -4 to their acrobatics checks to jump.

Ambroze |

Ambroze marvels at Gwen's bravery and Tun'ada's skill as the oracle and barbarian both make successful leaps across the yawning opening of the pit trap.
"Well, here goes nothing," Ambroze comments to Mawj as he backs up a bit. With a silent prayer to Desna the plucky gnome runs toward the pit, launches himself into the void...
DC 15 Acrobatics (Jump) check: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5 - FAIL
Jump failed by 5 or more, so DC 15 Acrobatics check to avoid damage from first 10 feet fallen: 1d20 + 6 ⇒ (7) + 6 = 13 - FAIL
30 ft. Fall Damage: 3d6 ⇒ (5, 2, 5) = 12
... and crashes into the unyielding stone floor at the bottom of the pit with a whimper and a groan.
If Ambroze has a chance before any new calamity befalls him, he will cast Cure Light Wounds on himself: 1d8 + 3 ⇒ (2) + 3 = 5 hp healed.

DM Alexander Kilcoyne |

Marcus is unable to haul Ambroze anywhere but a few feet forward of where he was due to land on the ground anyway, his woeful attempt at jumping across betraying him. He lands hard with a whimper and a groan of pain, falling prone in the middle of the pit. However...
1d20 + 15 ⇒ (5) + 15 = 20
1d20 + 15 ⇒ (16) + 15 = 31
Ambroze please make a perception check at a -1 penalty VS DC20. If you pass-
You spot a disturbing looking doll lurking in the shadows of the narrow tunnel to the north. It appears to be made up mostly of bones and is snarling at you. The tiny creature has a dagger drawn as its head slowly turns to focus on you, raising its dagger in preparation to attack.
You may act in the surprise round, roll initiative.
Everyone else may make DC25 perception checks. If you pass, read the spoiler below.
You hear a slight whisper of movement coming from the tunnel below you, and the glint of reflected light from cold steel inside it.
You may act in the surprise round, roll initiative.
Ambroze, you don't get time to heal yourself.
Mawj perception roll is irrelevant as he cannot pass.

Chi T'reignial |

Perception 1d20 + 8 ⇒ (17) + 8 = 25
Chi suddenly calls out in alarm, "Ambroze, get away from the tunnel, something's on it's way, I can hear it shuffling down, its got something metal, that is glinting in the lights. Markus pull him up quick!"
Chi, seeing something in the dark, coming out of the tunnel, with a glint of steel, she opens her eye, sending down the blackness and despair of her eye at the creature as it leaves the tunnel, so it is just in range as it comes out.
Surprise Round
Evil Eye -2 to Attack Roll, 7 rounds, DC=15 will save to reduce to 1 round, standing over the tunnel so the creature comes within 30ft as it leaves the tunnel.
Initiative 1d20 + 4 ⇒ (11) + 4 = 15

DM Alexander Kilcoyne |

Gwenyth hits DC25! Please view the appropiate spoiler above.
Pit Trap Attack!
Surprise Round-
Ordered Initiative-
1d20 + 2 ⇒ (7) + 2 = 9 Gwen
1d20 + 4 ⇒ (1) + 4 = 5 Chi
1d20 + 8 ⇒ (10) + 8 = 18 Strange Dolls
Strange Dolls- 18
Gwen- 9
Chi- 5
Map, Map Features & Notes-
Link
Knowledge: Engineering is the appropiate check for these creatures.
Active Effects-
The two strange, tiny dolls of bone both surge forward out of the narrow tunnels and lunge at the prone and wounded Ambroze with equally tiny daggers- both stabbing the Gnome in his shoulder.
1d20 + 9 ⇒ (6) + 9 = 15 +4 for prone, hit
1d2 ⇒ 2
1d20 + 9 ⇒ (16) + 9 = 25 +4 for prone, hit
1d2 ⇒ 2
Please make a DC16 Fort save VS poison or suffer 1d2 ⇒ 2 strength damage.
Gwen is up. Chi unless I hear otherwise your action to evil eye one stands.

DM Alexander Kilcoyne |

Chi's arrow is dodged by the agile dolls, while Gwen's shot glances off the ribcage of the other without penetrating it.
Pit Trap Attack!
Round 1-
Ordered Initiative-
1d20 + 3 ⇒ (20) + 3 = 23 Ambroze
1d20 + 4 ⇒ (18) + 4 = 22 Tun'ada
1d20 + 7 ⇒ (4) + 7 = 11 Mawj
Ambroze- 23
Tun'ada- 22
Strange Dolls- 18
Marcus- 18
Mawj- 11
Gwen- 9
Chi- 5
Map, Map Features & Notes-
See surprise round map.
Knowledge: Engineering is the appropiate check for these creatures, although Arcana can be attempted at a higher DC.
Active Effects-

Ambroze |

Round One:
Ambroze yelps in pain as the tiny bone dolls stab him with their tiny daggers. With no other options for getting away from the strange creatures, the gnome scholar quickly mutters the words to a spell and vanishes from sight.
Standard action to cast Vanish. DC 17 Concentration check to cast defensively: 1d20 + 8 ⇒ (19) + 8 = 27
After casting the spell Ambroze will stand up from his prone position.
Knowledge (engineering) check to identify the creatures: 1d20 + 7 ⇒ (18) + 7 = 25

DM Alexander Kilcoyne |

So Tun'ada is on a readied action to 5 foot and take a shot. As a note Marcus and Chi are the ones on the front line, Gwenyth is firing through soft cover so perhaps you wanted to swap with Marcus. Chi could kneel with her bow to make firing from behind her easier though.
These creatures are soulbound dolls and are likely used to maintain the traps and structure of the building. They could be thousands of years old, judging from their creation. As constructs with souls inside them, they are vulnerable to mind-affecting magics, unlike other constructs. They are both quick and tough, if rather weak, and such ancient dolls often employ some spell-like abilities as well as eternally poisoned daggers. Their vision is exceptionally good, they are incredibly stealthy and they understand Aklo. Most soulbound dolls are 3HD, and have strong reflex saves but weak fortitude and will. Aside from the vulnerability to mind affecting spells, they have the standard construct traits.
With Ambroze vanished from sight, the two dolls waste little time in moving to the eastern edge of the pit and eerily waving their tiny, free hands. They are now only currently targetable from Marcus' and Chi's current squares.
They both just cast a form of Levitate.

Tun'ada |

So Tun'ada is on a readied action to 5 foot and take a shot. As a note Marcus and Chi are the ones on the front line, Gwenyth is firing through soft cover so perhaps you wanted to swap with Marcus. Chi could kneel with her bow to make firing from behind her easier though.
That would work...It would also help if I was actually looking at the map when I post. If one of the two on the front line can kneel down so I can get a shot that would be great.

Marcus Alanto |

As above Marcus yanks Ambroze up. My end of the rope should still be visible :)
Marcus grunts with exertion and uses all of his strength to pull Ambroze to safety. Creepy doll things..... Gods I hate this damn island!
Assuming this works. Mawj! Burn the damn things! Fire and oil!
Take 10 on strength check if required for 13.

DM Alexander Kilcoyne |

Marcus yanks the rope up, aided by Chi. The invisible Ambroze finds himself yanked rather painfully into the wall and dragged up it fifteen feet.
Take 1 point of non-lethal damage Ambroze.
Mawj ignores Marcus' command as usual, yipping and making a superb shot with his shortbow that doesn't quite penetrate far enough into the doll's chest to do more than a little damage.
1d20 + 9 ⇒ (20) + 9 = 29
1d4 ⇒ 3
1d20 + 9 ⇒ (3) + 9 = 12
Gwen reloads her crossbow, and Tun'ada takes a shot from his new position which is narrowly dodged by the tiny dolls.
Pit Trap Attack!
Round 2-
Ordered Initiative-
Ambroze- 23
Strange Dolls- 18
Marcus- 18
Mawj- 11
Gwen- 9
Chi- 5
Tun'ada- 4
Map, Map Features & Notes-
Link
Active Effects-
Ambroze has vanished!

Ambroze |

Round Two:
Aided by Marcus and Chi, Ambroze struggles to scramble up the pit wall to escape the bone dolls.
Double move to climb up 10 more feet (not accelerated climbing). Climb check: 1d20 + 3 ⇒ (4) + 3 = 7
"They're souldbound dolls," Ambroze gasps to his friends. "They're constructs, but vulnerable to mind-affecting magics, Chi. And they're about to levitate up here."
Rounds of Vanish used: 2/3

Marcus Alanto |

There is no way we're making it to 4th level at this rate. We're going to have to rest in here.
Theres a point. I assume we've established that the sections we're travelling in aren't going to flood when the water comes back. I recall something was said in the entrance room. Although not sure I want to go to sleep without killing the creepy dolls they'd ambush us for sure.

DM Alexander Kilcoyne |

Marcus can re-post his action in light of his desire to drop Ambroze and throw oil on him fading.
Ambroze struggles to make any headway climbing, not finding any handholds on the smooth wall. The rope does prevent him from falling though. Meanwhile, the soulbound dolls eerily begin to float up in front of the wall, rising 20 feet. A little off balance, the two bone dolls cut the rope with their tiny knives, severing it and sending the poor, invisible Ambroze falling once again.
10 feet of falling damage and your prone again Ambroze, unless you make the acro check- you saw it coming so its reasonable to assume you could be ready for it.
1d20 + 8 ⇒ (17) + 8 = 25
1d2 ⇒ 1
1d20 + 8 ⇒ (12) + 8 = 20
1d2 ⇒ 1
They are now ten feet from the top of the pit trap.

Ambroze |

DC 15 Acrobatics check to avoid fall damage: 1d20 + 6 ⇒ (3) + 6 = 9 - Looks like Ambroze takes 1d6 ⇒ 3 points of falling damage.

Chi T'reignial |

Round 2
Chi feeling the rope go limp, as Ambroze falls, moves forward enough to see the first of the dolls over the lip of the pit, staring at the first of the dolls with her evil eye, sending thoughts of blackness and despair into the mind of the doll. Then she moves back several feet to watch as the dolls come into view.
5ft step, evil eye std act, back 20ft move
Evil Eye -2AC for 7 rounds, Will save DC=15 for a single round