Senja Kala |
It looks like the Linguistics skill allows retries, so I think you can take 20 on the check.
Excellent, thanks for pointing that out!
"Well..." Senja offers after studying the glyphs for an annoyingly long time, "The glyphs are of Azlanti origin, and seem to have been intended to conceal the existence of potent magic. Doesn't tell us which door to check first, I say we go with the secret door, where we're less likely to be expected."
Asvald Bjornson |
Asvald touches Kali with the healing wand before she runs off to scout again.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Kali Starr |
Go ahead and keep your wand charge, Asvald, Kali just used her wand of Infernal Healing.
"The secret door sounds good to me!" Kali says with a thumbs up as she walks over to it and examines it for traps. If none are found, she waits to see that everyone else is ready before opening it.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
DM Carbide |
Kali finds no sign of traps on the door. It's locked, though.
Kali Starr |
"It appears to be locked, give me a second..." Kali says to the others as she pulls out of her thieves' tools and attempts to finesse open the lock.
Disable Device: 1d20 + 17 ⇒ (9) + 17 = 26
DM Carbide |
Kali doesn't get it on the first try, but with some time she's able to manage it.
DC 30 to pick, so she can't do it by taking 10.
Unlike the areas you've seen so far down here, this room has not been defaced by vandals. It's tiny and cramped, but its walls are apparently coated with gold leaf. In the center of the room lies a heap of coins from which poke other glittering prizes--a chalice, jewelry, loose gemstones, and a sword with a jeweled hilt.
Kali Starr |
"Hey guys, there's a bunch of treasure just sitting here. Hmm, that's weird." Kali calls back to the others as she searches the area for traps or hidden foes.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Senja Kala |
"Yeah, I'm feeling a bit skeptical about that, Kali," Senja replies, agreeing with Kali that the scene seems a bit weird. He concentrates a moment and scans the pile of treasure for magic, at the same time trying to see through it if it's an illusion.
Cast detect magic and disbelieve: Will: 1d20 + 7 ⇒ (18) + 7 = 25
Asvald Bjornson |
"Maybe morlocks hate treasure?" Asvald offers as he moves up to help Kali search for traps.
Perception Aid: 1d20 + 6 ⇒ (3) + 6 = 9
DM Carbide |
Senja detects no magical auras in the room (apart from the party). Kali is pretty sure that there's no trap there, and Asvald doesn't help. Just before the kitsune is about to enter, though, Torque points out the subtle seam around the base of the walls. It appears that the entire floor will open under an unsuspecting entrant, delivering them to an unknown (but probably unpleasant) fate.
Asvald Bjornson |
"Huh? Are you sure?" Asvald says as he takes another look. "Kali, can you do anything about that?"
Kali Starr |
"Oh yeah, pit traps? Those are super easy. Let me show you guys this new trick I picked up." Kali says confidently as she backs away from the trap and attempts to disarm it from 10 feet away.
Using Ranged Legerdemain
Disable Device - Ranged Legerdemain: 1d20 + 17 - 5 ⇒ (7) + 17 - 5 = 19
If that isn't low enough to set the trap off, will keep trying with RL until it's disabled or the trap is sprung.
DM Carbide |
With the assistance of the spell and Torque's indication of where to work, Kali is able to block the trap door's latch mechanism and keep it from opening.
At least some of the treasure appears to be real, but there are no useful items in it unless someone needs a masterwork longsword.
Kali Starr |
"Well, that was less exciting than anticipated, but at least no one fell into a pit." Kali grumbles as she looks through the somewhat useless treasure. After a few moments, she looks around for any other exits.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
DM Carbide |
It appears that there used to be passages to the south and west, but they are choked with rubble and impassable.
Kali Starr |
"It looks like a dead end guys. Wasn't there a tunnel or something in the other room? I guess I better check it out."
Without further ado, Kali returns to the previous room and checks the passage for traps.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
DM Carbide |
Slipping through the narrow passage, Kali's senses are assaulted by an overwhelming reek of excrement. DC 10 Fort save or sickened for 1d4 ⇒ 2 rounds. The walls of the next area are thickly smeared with feces. Despite the distraction, the kitsune spots a tripwire ahead.
Senja Kala |
Catching a whiff of what lies ahead, Senja wonders aloud, "Who does that? Ick!" He keeps his distance while Kali figures out the tripwire - or an entirely different way to go forward.
Kali Starr |
Fort Save + Heroism: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
"Ugh, this place is terrible." Kali says as she centers herself and attempts to disarm the tripwire trap from 10 feet away.
Disable Device - Ranged Legerdemain + Heroism: 1d20 + 17 - 5 + 2 ⇒ (5) + 17 - 5 + 2 = 19
As before, if that doesn't set it off then she'll keep trying until its set off or disabled.
DM Carbide |
DD attempt: 1d20 + 17 - 5 + 2 ⇒ (12) + 17 - 5 + 2 = 26
Kali doesn't quite manage to deal with the tripwire the first time, but after a bit of fumbling around is able to get it sorted.
Asvald Bjornson |
"Just try not to think about it", Asvald suggests before trying his own advice and pushing onward once Kali's dealt with the nefarious trap.
Kali, let Torque hit you with his Take 11 domain power next time you need to disable a trap. Your d20s are out to get you.
Kali Starr |
Sure thing, especially if she knows it's a thing she can request.
"Disarmed!" She says loudly to the others as she hops down one of the side caverns to see if there was any more fake loot around. If not, she progresses further down the main tunnel.
DM Carbide |
The side passages contain nothing more than a pair of cocked ballistae whose firing mechanisms are tied to the tripwire. The weapons are loaded with barbed javelins.
With the rest of the party in tow (and stifling their nausea; DC 10 Fort saves, everyone), Kali leads the way south. The passage jogs west. As the kitsune enters the intersection and looks at where it continues west, she catches a glimpse of an unfortunately familiar-looking mechanism a few feet down the passage...just as her foot falls on the next tripwire. She jerks her head to the side in time to avoid the bolt from the ballista she can see, but takes a solid hit from the one from behind her for 10 HP. There's a similar intersection a few feet ahead.
Trap: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Kali Starr |
Kali heals herself with her wand of Infernal Healing then looks for another tripwire at the next intersection.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
DM Carbide |
Kali misses the next tripwire, but the canny priest notices it before she attempts to perforate herself again.
Unless anyone has an issue with this, I'll assume that Kali uses ranged legerdemain again, so even if she messes up the disarm she won't be in the line of fire.
The third tripwire is the last, and after it the passage jogs east and south before opening up into a larger chamber. The northern section of the chamber is largely intact, but the walls to east and west have collapsed inward, narrowing the room to the south. At the narrowest point stands a wooden door. The room is divided by a waist-high pile of rock and debris running from east to west.
Asvald Bjornson |
Fort: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
"What are the chances this debris is hiding yet another trap?" Asvald asks aloud as he helps Kali look for said trap.
Perception Aid: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Kali Starr |
Feel free to assume I use RL on all traps if setting them off wouldn't appear to have adverse effects on moving forward.
"Hmm, at least there's probably no more tripwires." Kali grumbles to herself as she takes a look around with the others.
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
DM Carbide |
Kali and Asvald note nothing out of the ordinary on the rubble pile, but Torque observes a well-concealed opening in the east end of the pile.
Kali Starr |
"Torque seems to be pretty good at spotting little details, maybe he should take the lead on trap finding for now." Kali suggests with mild embarrassment, "I mean, when I'm not scouting anyway."
DM Carbide |
Torque found no signs of traps on the pile. Are you going to do anything with the opening?
DM Carbide |
It's a tight squeeze to get in, and is quite dark.
DM Carbide |
The cramped and narrow passage bends to the north and west. As Asvald creeps forward, small movements of his sword send flickering shadows across the rough walls in front of him.
I'm assuming that the rest of you are following him in.
Suddenly a morlock rushes the skald, striking him from surprise! Take 14 HP, Asvald.
Round 1 (ongoing):
Initiative order
Creeper-acted
Senja
Torque
Morlocks
Eva
Kali
Asvald
Note that it's impossible to get past Asvald at the moment, and everyone in the passage is at -4 to hit and to AC.
Before the skald can react, the morlock hits him again for 15 HP.
Senja and Torque up! Senja, you can't see what's going on in the passage at the moment.
Heavy club attack, incl. squeezing: 1d20 + 12 - 4 ⇒ (14) + 12 - 4 = 22
Club damage: 1d6 + 3 + 3d6 ⇒ (2) + 3 + (3, 1, 5) = 14
Asvald Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Eva Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Kali Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Senja Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Torque Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Creeper Initiative: 1d20 + 10 ⇒ (20) + 10 = 30
Morlock Initiative: 1d20 + 8 ⇒ (5) + 8 = 13
Heavy club attack, incl. squeezing: 1d20 + 12 - 4 ⇒ (12) + 12 - 4 = 20
Club damage: 1d6 + 3 + 3d6 ⇒ (4) + 3 + (3, 3, 2) = 15
Torque the Lawbringer |
So we can't see past Asvald right? If so, Torque will heal the skald.
Torque steps forward and heals Asvald with the power of Law!
Converting Resist Energy: 2d8 + 8 ⇒ (8, 7) + 8 = 23