Doruk |
Doruk moves around getting more and more covered in muck.
"Let us head to that cavern over there and see if we can cross that bridge. Might be deadly, but we should examine it just in case..."
Don't lose another shield you fool!
Petrel |
Petrel will have pocketed some of the lichen and bugs, & though the later may make an escape perhaps some eggs will be left behind.
Maybe I can be an underground farmer when I retire...
"Should we go into the moldy room? Perhaps our fire elf can use magics to burn it out, like before."
DM Panic |
You pass into the next cavern (area 29)...
This long narrow cavern is half-filled with a powerful underground river, racing along at a breakneck pace. The chamber is about 20 to 30 feet in width; you stand on a narrow ledge overlooking one side of the river. A bridge of stone spans the river, leading to a larger ledge on the south side. It looks as if the southern ledge might follow the course of the river some distance to the east.
Everyone actually seems to believe the bridge is sturdy and not the slightest bit damp or slipper, and crosses to the far side.
Here stairs descend to a closed door on the south side of the cavern, and you can tell it continues off into the dark to the east.
Do you boldly head east into the dark cavern, with Doruk's glowing shield harkening your arrival? Or does Mobled throw open the door at the bottom of the steps, ready for the consequences of what may lay beyond?
Doruk |
Doruk stands ready near Mobled. ...ready for whatever may poke it's head out that door.
"I'm with you Mobled, let's see what lies beyond that door!"
Made it over the bridge safely anyway.
Doruk grins at his own thoughts.
Mukluk Muletender |
"Doors? I like doors! Probably they are of strong dwarf make. Let's go see what is inside."
Mukluk enjoins the party as they march to the doors.
"I hope the doors are closed...and locked...so that whatever that was inside is preserved nicely. More history of my people would be nice to see."
DM Panic |
As Mobled descends the stairs, she comes to realize that the bottom landing is completely submerged in water. Steadfast in her commitment to stick to a decision once she makes it, she wades forward, listens and hears nothing dangerous, and heaves the old dwarven portal open, revealing a series of dark rooms beyond - all equally submerged in roughly 3 feet of water.
The stench of rot here is practically overwhelming.
No dangerous lurk in apparent readiness in the room beyond - it's just a wretched, practically unbearable odor.
Please make a DC10 Fortitude save.
Also, roll Perception.
DM Panic |
Overwhelming odor and the stench of decay don't cause the sligthest hesitation for Mobled as she wades forward in water so high, it begins to seep up into her thick tangle of dwarvish hair.
As she swims to the east (either using her darkvision now, or because Doruk follows closely behind with his glowing shield), she comes upon the skeleton of an orc champion submerged at the eastern-most end of the series of rooms. She quickly searches the corpse, finds a rotting bag filled with potions, and wades back to the stairs.
Her quick search of the area turned up a lot more by the way of rotting supplies, and luckily no submerged, tentacled aquatic horrors.
There's not a terrible amount in these submerged rooms to do since Mobled made the Fort and made the Perception. Feel free to identify those potions, but to make up for neglect, I'm going to move you guys along and assume you're heading to the caverns to the northeast [ooc](area 33 on the map).
As you all make your way up through the caves, I need the lead PCs (Mobled, Doruk and Martigan) to all make Perception checks - I'm going to let you all 3 roll this one...
Doruk |
Not to be left behind, Doruk too wades into the filth to support his friend and ally Mobled.
Fortitude 1d20 + 5 ⇒ (15) + 5 = 20 vs DC10
Perception 1d20 + 2 ⇒ (6) + 2 = 8
Clear of the muck, Doruk casts Prestidigitation and cleans himself and Mobled of the horrid stench.
"There you go Mobled. Now we can smell the incoming orc hoard rather than the stench of that pit!"
Moving into the new cave...
Perception 1d20 + 2 ⇒ (19) + 2 = 21
Mukluk Muletender |
Mukluk wades in, following Mobled in the water.
Once I smelt her, ain't nothing that is worse. This makes her smell better, even.
1d20 + 2 ⇒ (17) + 2 = 19 Fort Save
Mukluk will ID the potions in a bit.
* * *
"What's going on up there?"
Mukluk Muletender |
While walking, Mukluk will try to ID the potions, after casting Detect Magic.
1d20 + 11 ⇒ (19) + 11 = 30 Spellcraft on #1
1d20 + 11 ⇒ (9) + 11 = 20 Spellcraft on #2
1d20 + 11 ⇒ (13) + 11 = 24 Spellcraft on #3
1d20 + 11 ⇒ (13) + 11 = 24 Spellcraft on #4
1d20 + 11 ⇒ (16) + 11 = 27 Spellcraft on #5
DM Panic |
Mobled is the first to turn the corner into the dark of the next cave, yet her dwarvish vision takes in the whole of it's dimensions before Doruk's shield has an opportunity to illuminate barely the first twenty feet.
A river rushes along the right, separating the northern ledge from a smaller southern ledge. A single, large yet strange stalagmite sits in the middle of this southern ledge.
Your keen vision makes out a whip-like strand hastily moving a flopping fish into a large gaping maw on the stalagmite, which you can swear then turns ever so slightly and holds perfectly still - almost aware of Doruk's oncoming light.
You can hold up a hand to stop everyone, or go boldly leaping across the river to wrastle this stalagmite, should you choose - but I'm holding everyone up behind you while you decide.
Mukluk Muletender |
Mukluk strains to see what Mo is talking about.
Im surprised she didn't confuse 'tent' and 'test' in that last sentence.
If Mo can point out the offending 'ite, Mukluk will target it with a Magic Missile from afar and try to identify.
1d20 + 10 ⇒ (2) + 10 = 12 Know Dungeoneering
DM Panic |
I'll give Mukluk and Mobled the benefit of the doubt and say they can identify with absolute certainty a roper on the far edge of the river, and understand that with 50ft tendrils, it is more than capable of reaching them the moment Mobled takes another step further.
Additionally, they are well aware of the difficulty of handling a roper. This one doesn't appear particularly weak or small.
Doruk |
"It's that tough huh? Hrm. I guess we should go the other way then and leave it be."
"Oh, there is no other way? Can we just attack it from range until it's dead or does it move too? I do have a very nice bow handy and a quiver full of arrows."
Mukluk Muletender |
A roper!? A muthafreakin' ROPER!?! At this APL!?!
"If that's what I think I think it is, then we ain't going this way. And we should probably move back some too. They ain't fast, but deadly as all get out. Certain death, actually."
Mukluk retreats, then retreats again, then retreats one more time.
"We'll need a army of dwarvish berzerkers to get by that and, even then, most of the casualties will be on our side. A roper!? HERE!?!"
Mukluk mutters to himself.
Mobled Muletender |
Sense Motive 1d20 + 7 ⇒ (20) + 7 = 27
Mobled listens to the dread in Mukluk's voice, which makes its way through a lifetime of bravado and feeling that she has something to prove. She begins to back away, bumping into Doruk and his mighty glaive as she goes. "Er, why wrassle stalagMite anyhoo? We got orcs 'n duergar t' kill."
Very kind of you, GM Panic.
DM Panic |
Adventure sidebar reads:
A roper is far more than a party of 3rd and 4th level characters can handle without hard losses. This encounter is placed here so that you can give the players an important lesson: Sometimes you need to avoid encounters you can't talk your way through. If, despite the warning signs, the characters attack the creature, they should be prepared to lose a party member to the monster.
If you know this group of players will probably assault the roper, it might be best to omit this encounter altogether.
**
That actually just about does it for the sinkhole level - only the door beyond the roper is left unexplored. I'll see if I dig up the maps of prior levels. From memory - there are additional caves on the western part of the Glitterhame left unexplored (and likely containing trogs), the way down into the deep dark pit, and lastly the lovely woman awaiting your return.
Doruk |
"I didn't know you were planning to use this fortress to build an army? To what end?"
Doruk's curiosity is piqued at the thought of a Dwarven army marching side by side down the mountain into a sea of... Well whatever they want to fight really. He just very much likes the image.
Mukluk Muletender |
Mukluk looks at Doruk and tries to come up with a good answer.
"Fight what? I dunno. Orcs...thems always good for killing. And gnolls too. They need to be culled every once in a while. And drow. Man, I hate me them drow. They suck. So, yeah, when we get this forge rebuilt, we'll have some fine armies of fine dwarvish berzerkers to tear apart those that would seek to spill our blood or our ale."
Mukluk looks at Martigan.
"And we have a mind to reclaim the Pits of Azak-Zil too. Them pits have the best metal: star-metal...green as grass and strong as anything. Makes good weapons that no foes can resist. You just wait until you get your first star metal weapon in your hands, then you'll see what fighting is all about."
DM Panic |
Tiabrar |
Tiabrar tries to figure out a way where he doesn't get wet at all, but settles for Doruk's plan.
If I'm going to get wet on the outside, I might as well be wet on the inside.
Female voice: Really? That doesn't sound strange to you at all? No. I'm guessing it doesn't. I'm probably the closest you've ever been to a woman.
Tiabrar takes out his flask and takes a long swig. It sloshes as he puts it away.
"I'll have you know I've been close to many women."
Mukluk Muletender |
Mukluk nods in agreement with Doruk.
"Yeah, yeah, what he said. Anything that keeps us from the ropers is fine with me."
Mukluk looks at the elf as they walk.
I can only imagine what goes through his mind. I suppose it would make me throw up though.
Mukluk puts on a smile to cover up his concern.
"Having fun yet, Elf?"