Dungeon Master S |
The organ was already searched, though Azdak (after checking to see if he can find his own hand) gives it another go.
The door to the South is neither locked nor trapped. The two partymates open the door stealthily. It opens to A narrow passage leading West from this musty storeroom. Beyond, an arching, iron tripod rises from the center of the room, spanning a narrow hole in the packed dirt floor. A wooden-handled winch holds a thick chain that leads down into the darkness below. It looks... ominous.
I don't think anyone identified the scrolls.
Weaver, a Pathfinder |
Ominous, eh?
Perception (traps): 1d20 + 12 ⇒ (6) + 12 = 18
We recovered an everburning torch from a dead body, didn't we? Now might be a good time to use it.
Dungeon Master S |
For one, Obyrn catches that the machine is broken, but it could be easily repaired with a bit of effort. Sumac just barely hears water, as if it's EXTREMELY deep. the well goes down beyond the limit of Harnac's sight.
Azdak Ejderha |
"My friends, I discovered that this is a scroll of Comprehend Languages and this one is Darkvision. With the infused magic upon these arcane scrolls we can understand the spoken words of a creature or read otherwise incomprehensible written messages. The Darkvision will allow a recipient to see in the dark much like our friend Harnac, here."
Sumac |
Azdak or one of you. Help me fix this wench. I mean winch. The halfling starts messing with the machinery. Though after this is all over I could go for a good wench... Sumac keeps prattling around as he continues to work.
Untrained pure intelligence 1d20 + 1 ⇒ (15) + 1 = 16
Orryn Quattlebaum |
Orryn throws his back into working the winch with Sumac. Oh, a wench would be a fine idea, wouldn't it? What say we take a trip to a local watering hole once we're done here? I know a lovely tavern in Vigil, just a bit southwest of Ustalav. Orryn grins as he recollects. Ah, you know, there was this halfling lass who worked there...
Int check? : 1d20 + 0 ⇒ (5) + 0 = 5
Str check? : 1d20 + 1 ⇒ (19) + 1 = 20
Dungeon Master S |
Well, it's a Disable Device check... Sumac gathers that the muck up is actually at the other end. Examining this close leads you to a new conclusion. It's only about 20' down, but there's some kind of magical darkness affecting the shaft. The walls of the well look hard, but not unreasonable to climb.
Azdak Ejderha |
Azdak or one of you. Help me fix this wench. I mean winch. The halfling starts messing with the machinery. Though after this is all over I could go for a good wench... Sumac keeps prattling around as he continues to work.
'I would be glad to help as best I can, my friend."
Azdak helps Sumac fix the winch if it helps.
Untrained Disable Device: 1d20 + 2 ⇒ (20) + 2 = 22
Profession, Engineer: 1d20 + 4 ⇒ (3) + 4 = 7
Weaver, a Pathfinder |
Isn't this an Enable Device check? ;-)
This sort of task is me, though climbing is not. I like Sumac's idea. Does anyone have rope with them? If not I can try anyway.
Orryn Quattlebaum |
Isn't this an Enable Device check? ;-)
This sort of task is me, though climbing is not. I like Sumac's idea. Does anyone have rope with them? If not I can try anyway.
Alas, friend Obryn, I have no rope. However, I will gladly loan you my ring for a moment; it will make any fall inconsequential. An important matter when one flies into battle astride Stellah!
The halfling holds out his ring of feather falling to the rogue.
Dungeon Master S |
Obyrn graciously takes the ring, and lowers himself down into a chamber 20' down and then another 20' to a platform below. Once down, he checks the device for traps: 1d20 + 12 ⇒ (7) + 12 = 19. Not finding any he attempts to ENable Device 1d20 + 10 ⇒ (4) + 10 = 14 but when he can't get it, he takes his sweet time doing it (taking 20.) Eventually he gets the device running, and the darkness dissipates. Everyone can see the setting below.
A makeshift platform stands between a series of limestone stalagmites protruding from a seemingly endless subterranean lake. Only a small pool of light illuminates the platform, falling from the hole in the cavern’s ceiling above and holding back the thick darkness stretching in all directions. Three ornate ivory gondolas float nearby, tethered to one of the planks forming the haphazard platform. A rope tied to the tallest stalagmite stretches taught into the darkness to the south.
With the structure fixed, the party is free to explore. It would take two gondolas to move the whole party. It's easy going with the guide rope. It leads to an excavation site. Unfortunately forward progress is blocked off with a large set of locked iron doors. Still leading the way, Obyrn listens at the door. 1d20 + 10 ⇒ (2) + 10 = 12 He hears nothing on the other side. Gripper however smells something in the area... there's been traffic here recently.
What do you do?
Sumac |
At the excavation site Gripper begins smelling something interesting. Based on Grips behavior the small druid decides to take out a small scroll ands reads it. (speak w/ animals)
He gives the wolf a good scratch and asks What is it Grip? Where does the scent go?
Dungeon Master S |
Sumac |
The druid asks a few more questions before relaying info to his comrades.
1. What do you mean by "steak men"? Men who eat steak/beef/cows?
2. By "wrapped up" do you refer to the armor they wear? The druid uses his own leather armor for example and points to the other party members. Or like the dwarfs metal armor?
3. How many steak men? I know you can differentiate the individual smells...
Dungeon Master S |
Men who taste like beef. No they come wrapped in many layers. Softer than your shell but thicker. I only count 1 of those smells. I smell someone afraid. I sensed his smell top too.
Sumac |
Well, Gripper thinks there is only one guy (in padded armor?) on the other side of this door. Gripper can also smell his fear. Lets go get him and find some answers. The tall halfling looks over to Obyrn, The lock good sir, if you will...
Sumac |
While the others discuss and get ready to open the locked doors, Sumac turns back to Gripper while the spell is still in effect. Privately he asks Gripper if there is anything he needs to tell him while the spell is still in effect? Getting enough meat? Enough free time between adventures to do wolfy stuff ect...
If the spell last long enough, he also checks in w/ Stellah to make sure she is okay and if she needs anything.
Dungeon Master S |
Gripper is all set, but Stellah wishes this were an out door mission.
Orryn Quattlebaum |
Gripper is all set, but Stellah wishes this were an out door mission.
True.
Also, she wants a dire rat. It's one of her favorite foods.
Hérwë Felthanilal "Fel" |
Know: Engineering: 1d20 ⇒ 4 What is the excavation's age? When was it done?
Know: Engineering: 1d20 + 4 ⇒ (10) + 4 = 14 Does Fel see anything dangerous about the excavation?
Know: Dungeoneering: 1d20 + 8 ⇒ (18) + 8 = 26 Are there any underground hazards here? What might they be?
Weaver, a Pathfinder |
Obyrn will first light the ever burning torch with his flint and hands it to Fel. Then he stows his longspear and pulls out his sunrod, but does not activate it yet.
Remember, these things do NOT like light.
Also, SHHHH!
Obyrn next tries the doors.
Perception (traps) 1d20 + 12 ⇒ (3) + 12 = 15
Disable Device: 1d20 + 10 ⇒ (16) + 10 = 26
Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
Harnac Lucridious |
Obyrn will first light the ever burning torch with his flint and hands it to Fel.
Ever burning torches don't need to be lit. They've got Continual Light on them, that's why they're ever burning. ;-)
Hack gets as close behind Obyrn as he can without cramping his style, and gets ready to charge in with his axe.
Dungeon Master S |
Obyrn, you manage do pop the lock...
Dungeon Master S |
Fel, you're quite learned on the situation, but there's nothing of note here.... You do note that there are veins of a rare mineral called aureolyte, This crystal is quite valuable, and likely has something to do with the extra shiny bright thing upstairs.
Weaver, a Pathfinder |
Can the map be updated please?
Holding his sunrod, Obyrn quietly opens the door and peers through:
Stealth 1d20 + 9 ⇒ (15) + 9 = 24
Perception 1d20 + 11 ⇒ (8) + 11 = 19
Sumac |
The halfling holds his staffsling and a bullet ready for action. His large wolf stands close, a comforting presence with his sharp nose and crushing jaw. Sumac is ready to rush forward into the room to help Obyrn and Harnac but keeps an eye on the partys rear.
Rear guard Perception 1d20 + 10 ⇒ (8) + 10 = 18
Grips rear guard scent perception 1d20 + 6 + 8 ⇒ (17) + 6 + 8 = 31
Dungeon Master S |
Though naturally formed, the walls and floors of this room are secured and reinforced with additional construction. It appears as though these newer structures were recently partially torn down. At the chamber’s heart lies a crude and massive machine-like device. It consists of a large stone and iron tank fitted on a crossbar to a disk plated with reflective metals. Strings and cables, threaded through the device in intricate cat’s cradles, secure delicate and precisely oriented refractive devices....
More to follow once I get to school.
Dungeon Master S |
It is here that you see Miregold, the unfortunate venture-captain is lashed to the top of his own greatest invention, his body riddled with hundreds of sharp, crystal needle-width shunts all filled with acid. He is nearly unconscious, and appears to be fading fast. He writhes in pain, clearly his spirit is broken. There appear to be no other creatures in the room.
Hérwë Felthanilal "Fel" |
diplomacy: 1d20 + 14 ⇒ (10) + 14 = 24 "Sir, calm down and don't move! We are fellow Pathfinders and we are here to help!" Fel says in his most calming voice.
Know: Dungeoneering: 1d20 + 8 ⇒ (7) + 8 = 15 Are there any dangers in this cavern besides the ridiculous contraption that Fel can see?
Perception if needed: 1d20 + 2 ⇒ (9) + 2 = 11
"Now sir, What in the name of hte nine hells is that thing, and why have you strapped yourself to it like that?" Fel asks. The bard continues, "Does it have any weaknesses that you might like to share? Like a button to turn it off?"
Know: Engineering: 1d20 + 4 ⇒ (18) + 4 = 22 Are there any weaknesses in the machine? What can we tell about its construction?
Sumac |
The halfling smiles and whispers to the party, Our mission is really just to deliver his orders to him. Lets drop the papers on his chest and roll out...
Sumac laughs at his joke and looks at the others, Come on, really? I thought that was funny. Nobody else? The small druid throws his arms up in air. Fine fine, lets go save this fool. The halfling walks into the room with Grip. He looks around for a hidden enemy. He also watches his wolf for any signs of alert.
Perception 1d20 + 10 ⇒ (13) + 10 = 23
Come on Grip, search out the bad guys!
animal handling 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21 to "push" the wolf into sniffing around for bad guys
Grips scent perception 1d20 + 14 ⇒ (10) + 14 = 24
Orryn Quattlebaum |
LOL
Orryn shakes his head. Yes, Azdak, our orders were to deliver the letter. However, it would appear we have a new threat which would render those orders null and void. Time to adapt!
Orryn and Stellah launch into the air, their target being the hapless Pathfinder at the top of this massive machine-like device.
Dungeon Master S |
1d20 ⇒ 3
Gripper cuts off the witty reparte with a growl aimed at the area behind the contraption. This is also when all hell breaks loose. The entire room is plunged in a darkness than the everburning torch can combat. The animals help foil any surprise, so its straight initiative.
Harnac Lucridious |
Aye, get ye up there and get that wretch down, Orryn!
Hack, wary for a trap despite Grip's assurance there was only one meatbag in the room, draws his axe and peers about for The Drop.
Perception: 1d20 ⇒ 9
Dungeon Master S |
INITIATIVE:
Enemy: 1d20 + 4 ⇒ (1) + 4 = 5
Harnac: 1d20 + 2 ⇒ (13) + 2 = 15
Azdak: 1d20 + 2 ⇒ (17) + 2 = 19
Fel: 1d20 + 0 ⇒ (15) + 0 = 15
Obyrn: 1d20 + 4 ⇒ (8) + 4 = 12
Sumacs: 1d20 + 3 ⇒ (6) + 3 = 9
Gripper: 1d20 + 2 ⇒ (19) + 2 = 21
Orryn: 1d20 + 2 ⇒ (9) + 2 = 11
Repost in order:
Gripper: 1d20 + 2 ⇒ (19) + 2 = 21
Azdak: 1d20 + 2 ⇒ (17) + 2 = 19
Harnac: 1d20 + 2 ⇒ (13) + 2 = 15
Fel: 1d20 + 0 ⇒ (15) + 0 = 15
Obyrn: 1d20 + 4 ⇒ (8) + 4 = 12
Orryn: 1d20 + 2 ⇒ (9) + 2 = 11
Sumac: 1d20 + 3 ⇒ (6) + 3 = 9
Enemy: 1d20 + 4 ⇒ (1) + 4 = 5
The room is currently plunged in darkness, so I'm not going to put the baddie on the map (and I should simply put up a 60' radius darkness effect.)
Azdak Ejderha |
Round 1
Azdak quickly moves his hands in quick somatic gestures and utters "Orada ışık olsun" to cast Light on the palm of his hand.
Dungeon Master S |
Azdak, before you cast, make a spellcraft check
Harnac Lucridious |
DM, two things.
1) it is irrelevant this time due to the numbers, but please note Hack gets +2 initiative underground. Changes his number, but not his order this time.
2) I'd posted above while you were posting yours. The assumption was that Hack came into the room near the contraption and readied for The Drop, which happens to be precisely what happened yo! Is it reasonable ot assume Hack is in the position I just moved him to on the map? I don't want to declare my round 1 action until my post-combat placement is decided as fair.
Dungeon Master S |
Azdak: you know that your light spell won't work in a darkness spell of this power. You're welcomed to change your action.
Harnac: Got it, and yes that's fine.