Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
The elf nods to the dwarf. "It's nice to let someone else get hit with a trap first," he laughs as he falls in line.
Grim and Ruprecht start to move through the area of rocks and into the "danger" zone. You need a Acrobatics check, DC 10 to move through the area without triggering a collapse.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
You are not in immediate danger, you may certainly take a '10'
Lore and Ruprecht are able to move silently and don't cause to many disturbances in the tunnel. As they near the goblin it looks like the poor fella was running through this way when his untimely doom greeted him. Fortunately for the goblin it doesn't look like he suffered. The goblin is wearing some chainmail but otherwise doesn't appear any different from other goblins you have seen thus far.
Grim will lead the group through and will wait at what looks to be the most dangerous part until others are clear of it then will pass his shield forward before attempting to squeeze his girth through the gap.
"All clear, stay clear! Fat dwarf attempting rogue work.. " he chuckles as he fears the worst for each step.
acrobatics :1d20 - 3 ⇒ (13) - 3 = 10
If he makes it he picks up his shield and moves to catch up to the others.
The party is able to make it through the collapsed area without causing any further trouble for themselves. Turning the corner the tunnel looks much more stable and leads further east. After only a few feet the tunnel ends in what appears to be all solid wall. After looking at the wall for a few moments, Ruprecht notices a small niche in the wall. Pushing it, the wall slides to the side reveiling what is a secret door. On the other side is the main entrance chamber where the first set of goblins were stationed.
You have essentially completed the west side of the dungeon, emerging through a secret door. There are two eastern doors present and the door with the seven thumb sized in-sets.
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
" If you go right, you are never wrong, as a wise one once told me," the elf mutters as he looks at the doors.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
The hallway turns into a narrow winding passage for a few yards before widening out into a room. Piles of sand and rubble fill the corners of the room, and the sound of splashing water can be heard from the east (the direction you are walking).
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
Pai instantly notices that several of the flagstones in the middle of the hallway appear to be depressed as if the ground underneath them were giving way.
The hallway is trapped. You can easily mark out the trapped stones and walk around them if you wish. Stepping on the stones will trigger the trap...
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
Perception 1d20 + 8 ⇒ (2) + 8 = 10
"Good eye, Lore. I'd have missed those traps if not for you. Nice spotting!"
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
lol... i have two similar characters one Pai and one Lore. Crazy GM gets them confused constantly. If you two were to play in the same game, I'd never get it right!
Grim finds it odd to have flagstones trapped here...to what purpose? Once he is past, he will cast detect magic and concentrate to pick up if there are other auras besides the traps.
"One moment...why you suppose they have a trap here? To keep us from continuing or keep us from finding or meddling in here? Somethin' just ain't right."
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
"I say we mark them, and worry about them later. If we are running away from something, it might be a good idea to lure them this way..."
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
"Mark them? I happen to have some artist's charcoals, if no one has chalk." Lore offers the charcoal to Ruprecht to mark the tiles and then readies to move on through the room, avoiding the trapped flagstones.
Lore marks the trapped area and the party moves along towards the sound of falling water. Turning the corner, you upon a very large room. A pool of luminous blue water lies in the center of this grand chamber. A spectacular fountain pours into the pool from the image of a winged beast, perhaps a sphinx, low on the north wall. From there, a pair of steep stone stairs ascend in switchbacks to the north, flanked by ornamental pillars and terminating at a stone doorway.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
Looking across the huge room (over 80' long!) , on top of the switch back stairs, you see a group of skeletons (4) that appear to be keeping guard of the area. They haven't seen you yet, but any further movement into the room would likely alert them.
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
"How are we going to deal with thee things," the elf whispers, pointing toward the undead.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
Lore whispers, "I can damage all of them at once, but probably not enough to kill them. Getting close enough to do it though will be impossible without alerting them."
"If only we had enough time to build a catapult. " Grim says matter of factly.
"Lore, well there are only 4 of them. We can try to rush them but it would be nice if we could distract them so you could get closer. I cannot tell from this distance if they have bows or just swords or somethin'."
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
"Okay. Here's a plan. I can drink my exilir, increasing my defenses. I can draw their attention, hopefully surviving a couple rounds of missle fire, while Lore gets close enough to bring the heavy damage to them. How does that sound?"
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
For the sake of planning the assault, assume you can run on the open ground (80ft) without issue. Once to the stairs, they are step and 20' of vertical distance. Treat this like a climb in terms of speed, i.e. 1/4 speed unless you want to risk a climb check.
Or you can back track and find another way through the dungeon
"Sounds good, Ruprecht, I can follow behind and draw some additional fire. Lore you could shadow me and take cover behind me as we approach since we are about the same speed. "
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
Ruprecht chugs his Shield extract, and heads towards the skeletons.
Just get me close to them, DM, and hopefully Lore can get a couple rounds of channel off before they kill me!
Ruprecht, you can run if you like? They will see that and start shooting. That would give Lore a chance to get close as well and start her casting. What is your AC now?