Male Drow Cave Druid 1; Init +1; Hp 11/11; AC 17 Touch 11 Flatfooted 16, Fort: +4 Ref: +1 Will: +7(+9vs ecnhantment spells or affects), CMB -1 CMD: 10; Initiative +1; Perception +11
This ceiling tunnel could lead to the cache they've been looking for. Or It could be full of voracious blood sucking giant spiders. Either way he was pretty sure he couldn't climb up there, so Lieaf looks expectantly at his siblings for some direction on what they want to do next.
Male Drow Cave Druid 1; Init +1; Hp 11/11; AC 17 Touch 11 Flatfooted 16, Fort: +4 Ref: +1 Will: +7(+9vs ecnhantment spells or affects), CMB -1 CMD: 10; Initiative +1; Perception +11
DSL:
nope
Maybe someone could fire a crossbow bolt up there? Or we could light a bonfire and smoke out anything that's in there?
Lieaf is absolutely NOT the best one to send up there. He has a str penalty and no climb skill, so probably would fall flat on his butt even if he tried. Someone else needs to step up here.
Could maybe one of us 'boost' another player so they can look around without risk of falling, GM?
the hole is ten feet above the cavern floor. The hole goes for another ten feet until reaching the other silk sheet. The shaft is approximately 5' wide. Climb checks are not impossible, however, it would take four of you standing on each other's shoulders to peak past the silk cover
I'd prefer if we moved along quickly so we can get this job done. Besides, there may be no one around until we reach the town. So, who can get me up there so we can find out what's up there?
Argent climbs up the shaft and reaches the silk cover. Moving the cover away he can see another cavern with webs covering everything. In the webs there seems to be something written in a language you do not understand.
Do you proceed or go back?
Argent climbs into the cavern and yells down to his siblings. As the sound echoes back, you hear movement behind you. Turning around there are two giant spiders across the way behind some webbing. They stare at you and emit some squeaking, screeching sound as if they were talking to each other.
After a minute one speaks in undercommon, "You drow? Where are the rest of you?" The other one hisses, "Be gone! We wish no traffic with the likes of you!"
on the map there is the independent tunnel. Argent is in the gar right chamber at the bottom looking out into the area with the cocooned objects.
Argent hears some skittering as he climbs down. Without much fanfare, the silk screen flips over the hole. As Argent reaches the bottom, his siblings begin to question what happened. With some haste, Argent tells them about the webs, the writing and the spiders. assuming some things Argent. Trying to get things moving along. Where will you all go to next?
Male Drow Cave Druid 1; Init +1; Hp 11/11; AC 17 Touch 11 Flatfooted 16, Fort: +4 Ref: +1 Will: +7(+9vs ecnhantment spells or affects), CMB -1 CMD: 10; Initiative +1; Perception +11
attempting to identify the spiders by Argent's description Know:Dungeoneering:1d20 + 6 ⇒ (11) + 6 = 17
Leiaf listens to his brother's description of the spiders, then walks back to the main corridor and resumes his search for the frustratingly elusive gnome-killing cache.
Leiaf: you recognize the description as skis'raals. They are intelligent, carnivorous medium sized spiders native to the underdark that prey on all manner of creatures.
Which passage way will you take next? north? South? or continue west?
Leiaf and Shelquet, after fervent searching come across a small discoloration in the stone. When pressed, the wall slides away and there is an escape of old, stagnant air. Within the chamber, you see large casks containing preserved rations and stone vials. There is far more here than the six of you could carry.
Male Drow Cave Druid 1; Init +1; Hp 11/11; AC 17 Touch 11 Flatfooted 16, Fort: +4 Ref: +1 Will: +7(+9vs ecnhantment spells or affects), CMB -1 CMD: 10; Initiative +1; Perception +11
Ha! Finally, Leiaf thinks as they uncover the cache. His excitement cools some as he sees the sheer volume of the stores. Well, our forces are adequately rationed, so we can skip all the foodstuffs. Where are these gnome-killing weapons then? Leiaf starts rummaging through the supplies, scanning for magical items and trying identify the contents of the stone vials.
casts detect magic as he searches through for anything of interest. Someone else will have to do the appraise thing.
"I admit it, siblings can be handy now and then..." He looks over the vials. "If only we had an alchemist among us...oh wait." He glances to Shelquet and smiles.
Leiaf scans the room for magic but it appears that whatever magic was in the room is fading. The 120 stone vials contain some type of elixir that is not immediately known. There are 200 days’ worth of hard mushcake and dried auroch meat (i.e. iron rations).
Craft(alchemy) DC15:
Spoiler:
The stone vials contain a substance known as gnome's bane which, when consumed, provides a +8 alchemical bonus to fortitude saves to resist the blindness/deafness spell-like ability of the svirfneblin for 24 hours. It is poisonous to gnomes if consumed. Each vial contains one dose of the substance.
As you all sort through the supplies, you hear some large creatures moving from back behind you in the tunnel.
state actions that you are going to take. You have 2 rounds to ready yourselves.
Male Drow Magus (Kensai) 1, Perception +4, init +3, FORT/REF/WILL 3/3/4, Arcane Pool 4/5, HP 6/10
DSL:
I doubt we'd hear them if they were chasing us.
Argent will cast shield on the second round (so 9 combat rounds). If his siblings need help on the first turn he will help them otherwise he will draw his weapon and wait.
moving on
Leiaf causes a casing of cold magic to envelope his hand while reading his spear. Argent readies his blade and incants a spell to bring a disk of force before him. Vrek draws a blade and hides along the tunnel passage. Quin brings a covering of force magic around himself. Shelquet waits patiently confident in her own abilities.
You all hear the sounds of a group of large lizards moving along the main hall. Argent and Vrek notice a small gnome peak around the tunnel entrance twenty feet away. The gnome notices most of you and waves his hand back the way he came. At the gnome's signal, the lizards go silent.