Pierre Bouthillier |
Pierre feels the club bash his face. He dabs the blood from his mouth with the back of his hand before leaping onto the morlock with his sickle and hammer.
Sickle: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
Damage: 1d6 ⇒ 4
Hammer: 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19
Damage: 1d6 ⇒ 3
As he regains his balance, he sidesteps behind the pillar to keep the beast from attacking him again.
Umaga |
Umaga steps up and tried to skewer to more than annoying enemy.
shortsepar: 1d20 + 4 ⇒ (20) + 4 = 24 for damage: 1d6 + 3 ⇒ (5) + 3 = 8
shortsepar crit?: 1d20 + 4 ⇒ (10) + 4 = 14 for damage: 1d6 + 3 ⇒ (6) + 3 = 9
EndlessForms |
Animal carcasses and insect carapaces litter the area.
A wealth of small bone and basalt idols crowd the floor around the doors. Though crude, they are nonetheless worth 45 gp each to an academic or collector.
You move further in to the deepest part of the maze complex that makes up the bulk of Delirium's Tangle.
The curving, branching halls of this structure are lined with the same stone as the natural caverns outside, and the arched ceiling meets high overhead. Nearly every surface boasts inscribed text-some of it delicate and flowing, but surrounded by a tangle of jagged and hastily etched scribbles. The endless twisting passageways inspire a faint sense of vertigo, as if the floor were swaying underfoot.
For each navigation check, one of you can act as the leader. Others may aid. You can use any of the following methods. You will need to make 10 successful checks but each failed check will have a negative reaction.
Follow the Minotaur's Trail (Survival): The morlocks made no effort to conceal their trail, but the stone floors and stark interior of the Tangle retain minimal evidence of their passage. The trail of dropped hairs, disarmed traps, and dribbled morlock blood may lead you in the right direction....
Princely Perfumes (Perception): Nuar enjoys the finer thigs in life, and his unique cologne cuts through even the stink of the morlock lifestyle. Perceptive characters may be able to pick up on the smell and use it to find the Tangle's center.
Solve the Maze (Knowledge: dungeoneering): Clever characters may rely on their wits over senses and try to find their own passage through the twisting corridors. Taking the maze head-on taxes the mind, but the insanity it causes also unveils fresh insight. You may willingly suffer 1d4 points of Wisdom damage to receive a +5 bonus on this check.
Understand the Maze (Knowledge: arcana): The Tangle is designed as an enormous magical sigil and those versed in the arcane arts can try to navigate it as such. You may willingly suffer 1d4 points of Wisdom damage in exchange for a +5 bonus on this check.
Pierre Bouthillier |
+6 as well to Kn. Dungeoneering. Let's give it a shot!
Pierre looks around and tries to make sense of the maze...
Knowledge(D): 1d20 + 6 ⇒ (13) + 6 = 19
Brak Thunderstriker |
Dang it. I've been on international travel and the resort was charging way too much for WiFi. I'm back (sort of, still in the air.)
Can't get to much right now but I'll post normal speed ASAP. Until then at first opportunity I'll attack.
-Posted with Wayfinder
Brak Thunderstriker |
I have a +7 to dungeoneering. I don't mind taking the damage either.
-Posted with Wayfinder
EndlessForms |
Working together you are able to solve part of the maze; the passageway seems to continue ahead as far as you can see. The imprint of a single hoof stands int the dust gathered along the left wall.
One down! Collective dungeoneering aids.
---
Hinge gains a sudden understanding of this section of the maze. The tunnel makes four hard lefts before coming to an intersection. The remains of a bronze mechanism, recently destroyed, lies on the floor.
Two down! Eight more to go! Keep rolling!
Brak Thunderstriker |
Snapping out of a reverie, Brak pulls it together trying to work his way through the maze with the methodical practice f a learned spelunker. Dungeoneering: 1d20 + 7 ⇒ (19) + 7 = 26
Pierre Bouthillier |
Pierre will aid Brak with his knowledge and dungeons and their denizens.
Kn.(D) Aid: 1d20 + 6 ⇒ (7) + 6 = 13
---
As Zax and Rhy point out things, Pierre will look closer at them.
Perception Aid: 1d20 + 5 ⇒ (3) + 5 = 8
EndlessForms |
This DC is crazy for a 1-2 adventure.
Brak shows his skills and leads the party further. The walls angle inward more at this crossroads, but the ceiling soars to impossible heights above A spatter of fresh blood marks the left wall.
Three checks down!
The above Perceptions will need some more aid to succeed.
EndlessForms |
Yes, feel free to roll the next few checks to move things along.
Everyone works together sniffing after the Prince's perfumes. The constant, curving sides fo this passage close in with every step. What was once a concealed door is broken and left ajar with a tuft of white hair caught in the latch.
Four checks down, six to go!
Zax Groud |
Zax tries his best to help the cause.
Perception Aid: 1d20 + 2 ⇒ (6) + 2 = 8
Perception Aid: 1d20 + 2 ⇒ (6) + 2 = 8
Perception Aid: 1d20 + 2 ⇒ (4) + 2 = 6
Perception Aid: 1d20 + 2 ⇒ (1) + 2 = 3
Perception Aid: 1d20 + 2 ⇒ (8) + 2 = 10
Perception Aid: 1d20 + 2 ⇒ (1) + 2 = 3
Wow, that's not very helpful at all!
Brak Thunderstriker |
Can we continue with the same methods after a success? lol, It's a good thing, but last time I played this scenario, I'm pretty sure it was new and I barely remember it :-)
Additional Dungeoneering checks.
1. 1d20 + 7 ⇒ (12) + 7 = 19
2. 1d20 + 7 ⇒ (19) + 7 = 26
3. 1d20 + 7 ⇒ (1) + 7 = 8
4. 1d20 + 7 ⇒ (5) + 7 = 12
5. 1d20 + 7 ⇒ (15) + 7 = 22
6. 1d20 + 7 ⇒ (12) + 7 = 19
EndlessForms |
Yes, you can mix up the methods however best suits you. The aids need to be of the same skill though. So if for check #5 you want to do Dungeoneering, everyone needs to use Dungeoneering to aid. But then you can switch to Perception for check #6. I'll sort it all out if you guys just roll whatever works best for you. This part is tedious.
Brak Thunderstriker |
Gotcha. Since that's the case, I'll switch to Perception (which is the same modifier anyway, but now others can aid.)
Pierre Bouthillier |
Pierre carries Brak around on his shoulders so that the man can see better. Sometime during the third hour, Pierre doesn't duck properly and Brak bangs his head on the doorframe as they pass.
Perception Aid: 1d20 + 5 ⇒ (17) + 5 = 22 Success!
Perception Aid: 1d20 + 5 ⇒ (5) + 5 = 10 Success!
Perception Aid: 1d20 + 5 ⇒ (1) + 5 = 6 Failure!
Perception Aid: 1d20 + 5 ⇒ (11) + 5 = 16 Success!
Perception Aid: 1d20 + 5 ⇒ (18) + 5 = 23 Success!
Perception Aid: 1d20 + 5 ⇒ (7) + 5 = 12 Success!
Umaga |
aid dungeon: 1d20 + 5 ⇒ (5) + 5 = 10
aid dungeon: 1d20 + 5 ⇒ (8) + 5 = 13
aid dungeon: 1d20 + 5 ⇒ (8) + 5 = 13
aid dungeon: 1d20 + 5 ⇒ (18) + 5 = 23
aid dungeon: 1d20 + 5 ⇒ (8) + 5 = 13
aid dungeon: 1d20 + 5 ⇒ (17) + 5 = 22
Pierre Bouthillier |
Oh wait... Brak rolled Dungeoneering, which I have at +6 instead of +5. The successes and failures remain the same.
EndlessForms |
2d20 ⇒ (14, 19) = 33 Ugh. Narrating this along....
You take a couple wrong turns and have to fight off another pair of beetles and another stray morlock to get back on track. Eventually, you find your way again.
A skeleton lies against the wall ahead, a message crudely sketched in charcoal next to it: “Left is back but back is clockwise and right is too hot. I’m sorry, Garanel.”
Further along, a low, rhythmic hum buzzes through the stones of the floor, causing a jaw-rattling vibration.
Then, the leftward-curving passage dead-ends, but turning around to backtrack reveals a brand new passage that slopes gently upward.
Finally, the jaw-rattling vibrations cease as a giant, bronze door appears in the passageway ahead.
Zax Groud |
Finally! This door must be where we need to be heading. Pierre, perhaps you should have a look? Zax will follow in order to protect the man as he searches the area, careful to follow his instructions so not to set off any hazards.
Pierre Bouthillier |
Pierre inspects the area with his discerning gaze. "Can anyone heal my wounds?" the Galtan asks, realizing that the morlock actually hurt him as his stomach wounds starts to bleed through his tunic.
Take 20 for 25
Brak Thunderstriker |
Brak hands his wand to anyone who can use it on Pierre:
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 (assuming someone can use it at all.)
EndlessForms |
No traps are found on the door and you head in:
This chamber is lined with symbols like those near the entryway. There are obvious signs of a recent struggle, including blood and the corpse of a morlock. Drag marks slide through a pool of blood formed around the head of the morlock, indicating a large creature was pulled through the sealed door on the east side of the room. The door in the east wall is intricately formed from bronze. Four interconnected, circular windows reveal a confusing series of cogs and sprockets within. Levers, dials, and knobs protrude from the frames surrounding the window, but nothing appears to be an obvious latch.
As soon as you try inspecting the knob- and latch-less door, the door groans followed by a series of metallic clicks before the great circular plates on its face spin and rearrange at random. Levers spin and knobs turn, protrude, or retract, creating a rearranged mess of clockwork oddities. With a metallic creak, the bronze door in the west wall slams shut and bolts with an definitive clang. A few moments of ominous silence hang in the air briefly before a rushing, gurgling mass of water starts pouring in through several five-foot-wide chutes in the ceiling.
The water is only knee-high right now. You can take two actions for the moment.
As a standard action, you may make an opposed Intelligence check against the door to shut down one of the ceiling chutes. There are five chutes in total.
Hingle McCringleberry |
Knee-high for THEM, maybe. ;-)
Oh, dear! Hingle exclaims as the water begins to pour in. Gnomes aren't known for their buoyancy! He studies the door in an attempt to affect the nearest chute.
Int check: 1d20 + 1 ⇒ (18) + 1 = 19
EndlessForms |
By two actions I meant you can do two rounds worth of actions right now. Your obvious choice is to try to figure out the door (as outlined above), but casting spells or drinking potions, etc, are also options. Creativity can give bonuses to people making checks against the door if you have something that might help them solve the logic puzzles of the gears.
EndlessForms |
Any more aids or actions? Remember you can take two rounds' worth of actions.
Brak Thunderstriker |
How sturdy do the shutes look? "I ain't much for riddles, I'mma gunna smash'em!"
STR?: 1d20 + 3 ⇒ (3) + 3 = 6 UGH.... GM Star reroll?
STR?: 1d20 + 3 + 3 ⇒ (20) + 3 + 3 = 26
If that does ANYTHING I'll do it again.
STR?: 1d20 + 3 ⇒ (15) + 3 = 18
Hingle McCringleberry |
Second round, second Intelligence check.
Int check: 1d20 + 1 ⇒ (13) + 1 = 14
Hingle will also climb atop the morlock body as suggested by Rhyfelwr. Which won't buy him much time, but hey, every little bit helps, right? ;-)
EndlessForms |
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (10) + 1 = 11
During the first few seconds, Hingle quickly picks up on a pattern and twists a gear to close a chute. Meanwhile Brak moves over and jams some of the gears to keep another chute closed. Brak repeats this process as Hingle twists another gear and closes a fourth!
The water continues to rise, however, as one chute still pours water into the room....
Small characters will need a DC 10 Swim check to tread water now. You can take another round of actions.
Brak Thunderstriker |
STR!: 1d20 + 3 ⇒ (13) + 3 = 16 "Laddies, put your backs into it! Shut these things down and we'll worry about the door later!"
Hingle McCringleberry |
Swim check: 1d20 - 1 ⇒ (5) - 1 = 4
Hingle is unable to keep his head above the rising water, even atop the morlock's body and standing on tippy-toes.
Holding his breath, the gnome notices how flowing everything looks underwater and stops paying attention to the pouring chutes for a while.