Artemus Jarm
|
The wizard moves forward to examine the pit, his lights obediently lighting where he looks. How deep? The eagle will swoop down into the pit and flay about, looking for anything not usually found in pits. He spends his last few rounds on this plain fetching anything down in the pit for Artemus before the archaist thanks the eagle for its services and watches it fade from his existence.
| GM BPChocobo TK2 |
@Artemus: The pit is still closed. No one triggered it (Nilfyr almost did though!), so the stone portions are still up.
Artemus Kn: Engineering: 1d20 + 8 ⇒ (12) + 8 = 20
You presume it'll take the weight of a Small sized creature or larger to trigger the pit trap to open.
| GM BPChocobo TK2 |
I have to agree with Thunderstealer; to do that particular action, I'll need a Handle Animal/Charisma check or use speak with animals.
Artemus Jarm
|
Ok. But the task is simply to land where Artemus points.
Handle Animal: 1d20 + 2 ⇒ (6) + 2 = 8
No, no. Land here.
Handle Animal: 1d20 + 2 ⇒ (6) + 2 = 8
And the eagle vanishes looking at the arcanist with a confused look on its face.
| GM BPChocobo TK2 |
Yeah, didn't need to be more than that, but since the summoned creatures are only directed to attack enemies unless you can communicate with it.
Now, how do you wish to trigger the trap? Besides using weight, you can try to manually push it open with a Strength check.
Nilfyr Starshadow
|
Nilfyr presses down on the trap door, hoping to trigger it.
Strength: 1d20 + 3 ⇒ (12) + 3 = 15
Strength: 1d20 + 3 ⇒ (2) + 3 = 5
Strength: 1d20 + 3 ⇒ (16) + 3 = 19
| GM BPChocobo TK2 |
Spider Stealth: 1d20 + 10 + 4 ⇒ (1) + 10 + 4 = 15
Artemus Percep: 1d20 + 6 ⇒ (19) + 6 = 25
Kristoff Percep: 1d20 + 8 ⇒ (12) + 8 = 20
Nilfyr Percep: 1d20 + 11 ⇒ (11) + 11 = 22
Thunderstealer Percep: 1d20 + 8 ⇒ (20) + 8 = 28
The pit opens upon Nilfyr's first attempt, showing a 10 foot deep pit lined with spikes. Immediately upon the pit's opening, the door begins to close.
However, everyone can hear the screeching and tapping of chitin inside the pit... it sounds like another spider is trying to close the pit door!
Spider: 1d20 + 6 ⇒ (4) + 6 = 10
Artemus: 1d20 + 2 ⇒ (7) + 2 = 9
Kristoff: 1d20 + 3 ⇒ (8) + 3 = 11
Nilfyr: 1d20 + 3 ⇒ (19) + 3 = 22
Thunderstealer: 1d20 ⇒ 4
Init Order (bold = up)
Nilfyr
Kristoff
Red Spider
Artemus
Thunderstealer/Belcher
Note that while the spider icon is showing the spider's location, it's underneath the floor under the pit, so you have no direct line of sight to the spider without jumping in.
Also, despite rolling initiative, the party can choose to ignore the spider.
| GM BPChocobo TK2 |
Why yes! It's a hinged stone door, but the spider is trying to push it closed, so someone will need a Strength check against the spider to push it open while someone else puts a wedge or something to keep it open
-Posted with Wayfinder
| GM BPChocobo TK2 |
The party seemingly relents to the spider's insistence that the trap be shut. Ignoring the pit trap, the party returns to the northern door that was locked.
With a couple of attempts, Thunderstealer bashes the door down, noting future kindling if need be.
Wisps of decayed and sagging spider webs droop from the walls of this room, which appear to be empty except for the long-dead, dismembered corpse of a giant spider and a stout, freestanding closet in the southeastern corner.
The ceiling is covered with dusty spider webbing bulging down from a grid of wooden beams and plaster fifteen feet above the floor. Faint moans and plaintive sobbing come from the closet. Nilfyr recognizes it as the same noise he heard before.
Map updated!
| GM BPChocobo TK2 |
@Artemus: There is magic coming from the closet; it's a faint illusion aura. Unfortunately, it seems to be inside, so you cannot identify the spell.
@Thunderstealer: There is no answer, only more moans and sobs.
| GM BPChocobo TK2 |
As soon as Thunderstealer touches the closet, it falls apart! Artemus can now get a read on the magic Magic mouth.
Of immediate concern, though is the shambled corpse standing there. Dressed in old adventuring clothes, it twitches rapidly now that it's free from its confines. It quickly moves its head over the party and strikes at Thunderstealer!
This is a fast zombie; it doesn't bear a normal zombie's damage reduction or staggered speed, but it's exceptionally nimble and bashes foes with both arms rapidly. Further, this one appears to be "healthier" than normal zombies.
Zombie slam @ FF Thunderstealer: 1d20 + 5 ⇒ (15) + 5 = 20
Damage on hit: 1d6 + 4 ⇒ (4) + 4 = 8
Thunderstealer takes a rotten arm to the head, the undead's strength causing his head to ring.
Zombie: 1d20 + 2 ⇒ (2) + 2 = 4
Artemus: 1d20 + 2 ⇒ (16) + 2 = 18
Kristoff: 1d20 + 3 ⇒ (11) + 3 = 14
Nilfyr: 1d20 + 3 ⇒ (20) + 3 = 23
Thunderstealer/Belcher: 1d20 ⇒ 16
Init Order: Bold = up!
Nilfyr
Artemus
Thunderstealer/Belcher
Kristoff
Zombie
Map updated!
| GM BPChocobo TK2 |
Thunderstealer Percep: 1d20 + 8 ⇒ (13) + 8 = 21
Thunderstealer backs up to strike at the zombie... but he feels the stone floor he stands up sink slightly as a net bursts through the ceiling on top of him, showering the druid with plaster!
Net ranged touch @ Thunderstealer: 1d20 + 10 ⇒ (19) + 10 = 29
Damage on hit: 1d6 ⇒ 6
The heavy net slams into Thunderstealer, entangling him and his weapon!
@Thunderstealer: You still have a standard action left if you wish to break free. It's a DC 20 Escape Artist/CMB roll to escape!
Belcher immediately moves to defend his master, but another net bursts through the ceiling over the dino!
Net ranged touch @ Belcher: 1d20 + 10 ⇒ (18) + 10 = 28
Damage on hit: 1d6 ⇒ 4
Belcher is also trapped within a net! The zombie now looks hungrily over the trapped foes. Same escape DC for Belcher
Init Order: Bold = up!
Nilfyr
Artemus
Thunderstealer (14 damage, grappled, standard action left)
Belcher (4 damage, grappled, standard action left)
Kristoff
Zombie
Map edited; green squares show where nets have fallen.
| GM BPChocobo TK2 |
You know, I was half expecting you to set the closet on fire anyway, Thunderstealer :P
| GM BPChocobo TK2 |
Kristoff slices the zombie, although it doesn't seem to care.
-Posted with Wayfinder
Nilfyr Starshadow
|
Knowledge (Religion): 1d20 + 5 ⇒ (2) + 5 = 7
Nilfyr moves into the room and attempts to bring down the undead creature.
Move action: As indicated on map
Standard action: Attack zombie
Attack (Fauchard (2H)): 1d20 + 5 ⇒ (10) + 5 = 15
Damage (Fauchard (2H)): 1d10 + 4 ⇒ (9) + 4 = 13
| GM BPChocobo TK2 |
Between Nilfyr and Kristoff ' s attacks, the zombie goes dowm!
-Posted with Wayfinder
| GM BPChocobo TK2 |
As Artemus comes to aid Belcher and Thunderstealer...
Net ranged touch @ Artemus: 1d20 + 10 ⇒ (15) + 10 = 25
Damage on hit: 1d6 ⇒ 4
The arcanist is entrapped by a net that bursts through the ceiling as well!
Eventually, the nets are removed and the damage healed.
Anything else you wish to do in the room?
Artemus Jarm
|
Laughing and cursing at the same time Artemus works to free himself from the nets before wrapping them up for potential later sale or use. He then recasts Detect Magic and searches the room again.
| GM BPChocobo TK2 |
@Thunderstealer: No traps, but you do find one more area where you presume the ceiling will give way to another heavy net. With your warning, no one else will trigger that one.
Aside from the back of the closet still making moaning and crying sounds, there is nothing else magical in the room, nor anything of value.
There are currently 2 unexplored doors; the one exposed in the now cleared webbing room, and the easternmost door from the entrance chamber.
| GM BPChocobo TK2 |
Bah, GM stupid.
Back in the room with the zombie and nets... Thunderstealer thinks back and recalls that he thought he saw a secret door in that room after all! Going back, it looks similar to the other secret doors and a good pull will open it up.
New secret door is marked on the map with a white S as usual.
So 3 potential paths; spider room door, secret door, or entrance door.
| GM BPChocobo TK2 |
Thunderstealer excitedly pulls open the secret door. Like the others, a somewhat dusty hallway with only faint lines of webbing leads to another similar door that needs to be pushed open. The party checking the usual retinue for magic and traps finds nothing and the other door is opened.
A few wisps of decayed webbing hang from the walls of this room, but there's none on the stone ceiling and no sign of spiders in the room.
The ceiling is blank save for four 1 foot wide round steel medallions, one set into each corner. The floor is equally bare except for a pedestal in the center of the floor made of a single five-foot-square block of stone, about two feet high. On the pedestal sits a metal-framed wooden chest, and to the side of the pedestal rests a shallow hole in the floor housing what looks like a brass door handle set into the stone. A stone tile lying loose nearby is clearly designed to fit over the hole, concealing the handle.]
The is a single door in the southwest corner of the chamber.
Map updated!
| GM BPChocobo TK2 |
@Thunderstealer: Looking around, you find two more hidden doors Now marked on the map, although no trappings.
@Pelkin: Likewise, no trappings for you, although you can tell that the chest is locked.
Kristoff also helps search while Artemus detects magic, but doesn't find anything.
Thunderstealer 50/50 on looking up for traps; high = yes: 1d100 ⇒ 7
Kristoff Percep: 1d20 + 7 ⇒ (7) + 7 = 14
Thunderstealer then pulls on the handle. As soon as he does so, the entire ceiling drops down to just over two feet above the flooring!
Artemus Reflex vs DC 15: 1d20 + 3 ⇒ (10) + 3 = 13
Kristoff Reflex vs DC 15: 1d20 + 5 ⇒ (2) + 5 = 7
Nilfyr Reflex vs DC 15: 1d20 + 2 ⇒ (3) + 2 = 5
Thunderstealer Reflex vs DC 15: 1d20 + 1 ⇒ (10) + 1 = 11
Belcher Reflex vs DC 15: 1d20 + 6 ⇒ (17) + 6 = 23
Damage on failure: 2d10 ⇒ (7, 4) = 11
Only Belcher ducks quickly enough not have his head and shoulders crashed by the stone slab!
The damage is painful, with the entire party save the dinosaur severely injured from the now low ceiling. Crawl speed to move, so 5' as a full round action.
@Thunderstealer: The handle is now rotated 90 degrees from where it was originally.
Nilfyr Starshadow
|
Nilfyr grimaces in pain, then crawls out of the room, then pulls out his wand and taps himself a couple of times.
I assume the chest was crushed?
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
| GM BPChocobo TK2 |
@Nilfyr: Actually, the chest sank into the pedestal it was sitting on; you can barely see the top of it poking through the opening.
@Thundrestealer: No more traps in here, although it's hard to tell while you're belly crawling along the floor. Interesting this time around, the secret doors are push doors, so you can exit through them if need be.
Artemus Jarm
|
Artemus staggers around a bit and looks stunned. I do hope you can learn from that mistake. Next time let us get out of the room before you do such things. He follows Nilfyr out of the room and bleeds some on the floor.
| GM BPChocobo TK2 |
Thunderstealer pulls on the handle again, which raises the ceiling up over the course of a minute, the party applying healing as necessary You can roll for it when you can. The chest rises up with the ceiling, once again prominently displayed on the pedestal in which it hid upon the ceiling's fall.
So what are you going to do? 2 Secret doors are in this room, and of course there is still the chest. Finally, there's still the other door from the main chamber and the door in the spider chamber.