GM Harker |
No traps or other dangers are found by William or Melufiuos on the way down the iron rungs. The elf also tosses a sunrod into the water, but the illuminated depths reveal nothing underneath the surface. With the all clear, Halkale then lowers Frostfur via the harness the wolf wears. The rest of the group follows, including Tilly who still seems quite eager to find her family while staying as close to William and/or Quiella as possible.
I'm not sure that Animal Handling roll would be good enough to lower Frostfur, but Halkale can keep making the attempt until he finally succeeds.
What next? There's the double doors to the east, the collection of robes, and the culvert Valik spotted 10 feet under the water.
William Iosef Blazkovich |
William looks at the culvert, looks over at Halkale, and wrinkles his nose. "It looks like we will be accompanied by the smell of wet dog..."
He chuckles. "Well then, who's up for a swim?"
Melufiuos Benidictus |
Mel goes over and studies the robe (take 10->24), puts it on, and reveals to the party what it is. "I assume none of us can control undead, eh? Too bad, we could have sent one of these suckers to check out the culvert... they don't need to breath or anything.."
At Valik's question, Mel goes over to his porter and checks the gear... "I've got a porter. Why in the heck don't I have a 10 foot pole?" After pausing a second, "Maybe some furniture from upstairs? Curtain rod or something?"
GM Harker |
You can't take 10 on Spellcraft to identify magical properties. You have to concentrate on Detect Magic in order to identify something magical. This is a distracting task. You can't take 10 if you are distracted. Thus, you can't take 10 to identify magical objects. I will make sure to save this to c/p it next time this comes up.
Halkale Timarson |
I have a +2 to swim if I remove my armor. I suspect we are all swimming if someone doesn't drain the water, if it can be done.
Quiella |
haha, Quiella has a -1 to swim with her plate mail on.
Quiella eyes the water, unsure of how to traverse it in her armor.
she's not afraid, but she's approaching this practically
-Posted with Wayfinder
Halkale Timarson |
Halkale and Frostfur swim for the dias.
Swim Halkale: 1d20 + 1 ⇒ (15) + 1 = 16
Swim Frostfur: 1d20 + 2 ⇒ (11) + 2 = 13
William Iosef Blazkovich |
If possible, I'd like to spend 10 rounds to swim about and explore the opening. At half speed I should be able to swim the 10 ft down and 40 ft south in 3 rounds + 1 move action, so can I have him spend 2-3 rounds to look around the end of the tunnel, and then swim back giving him a few rounds of leeway for breathing?
If that's allowable...
"Interesting that a culvert like that would end so abruptly. There must be more to it... especially if that is to be the drainage."
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Ophelia Endronil |
"That's an interesting object," Ophelia muses, peering at William's Numerian device. "In all my studies, I've not seen its like."
When Mel identifies the robe and announces it for what it is, her eyes darken in the shadows from her wayfinder. "Do not joke of using the undead in such a way," she says stiffly. "That robe is unnatural and should be destroyed, just like the abominations it creates."
As the others begin to scout ahead, the priestess waits with Quiella, also uncertain about how to approach the problem in her armour.
GM Harker |
That's fine, William. I believe you have double your Con score in rounds underwater before you have to worry about drowning if you are just taking move actions.
William stays submerged for sometime as he explores the underwater culvert passage. At the end of the tunnel, he finds an obscured entrance which leads to what appears to be a large circular pool. Whatever else is above the surface of the pool is difficult to tell while still submerged.
Map updated, the dotted line on the map indicates the culvert.
William Iosef Blazkovich |
Since I was taking double move actions I believe its equal to my con score which is 12.
William catches his breath and then returns to the party. "There is another opening up ahead, 40 ft out. I have not explored further since it would be tactical folly to make additional offensive movements without support, so with that I have a proposal. I believe Melufios and I would have no trouble making our way to the far side, so if the two of us bring across one end of a rope, we should be able to pull the more heavily armored of our contingent through the tunnel without any significant risks of drowning. It is a short enough swim that with enough coaxing Halkale's puppy should be able to join us as well."
William attempts to give Frostfur a little scratch on the head.
Cha check to not get bit?: 1d20 + 3 ⇒ (5) + 3 = 8
Halkale Timarson |
I don't know if you could make a wolf swim underwater, I can't imagine the DC for that handle animal. Is that a door (the white things) on the eastern side?
GM Harker |
Yes, you are correct about the drowning rules William. Thanks for setting the record straight on that.
Getting a wolf to swim underwater would be the same as any other action it doesn't normally want to take, it's a DC 25 Handle Animal to 'push' it. There are, however, a set of double doors on the east side of the room as mentioned in the original description.
So, what'll it be? Take the underwater passage or open the east doors?
Melufiuos Benidictus |
I vote for the underwater passage, but do not go past the first room. ie, check out the room the passage leads to and then come back and go through the normal doors. That means leaving the wolf in this room while we check out the underwater place. Then we come back and get him before going through the normal doors... just a thought. I'll go along with anything.
GM Harker |
Frostfur doesn't seem particularly happy with the idea of more swimming, let alone becoming submerged. Halkale, you can keep trying until you make the DC 25, the only thing you have to lose is time.
That being said, I'd really like to get the input of those wearing heavier armor since they're the ones who might have the most difficulty in swimming.
William Iosef Blazkovich |
If possible, I'd like to tie a rope around the heavily armored folk who can't take 10 to make it through, and one by one pull them through if they have trouble swimming on their own. If that's enough to make it easy then I'll do that. Otherwise we can just move through the doorway to the east just to get this moving forward.
Halkale Timarson |
"Why d-d-don't I stay b-b-back here with Frostfur and g-g-guard these d-d-doors?" Halkale offers, realizing Frostfur is not happy about the underwater part of this place.
I am okay with trying to do that, but we will be leaving a flank unguarded. Not sure the Ranger/AC bond is enough to tell me that oh no Frostfur got attacked by something, let's all swim back I know this breaks the first rule of group..but. yeah
GM Harker |
The rope set up sounds fine to me, so we can eschew making swimming rolls. Also, Bert can go ahead and take 20 to coax Frostfur underwater and through the tunnel.
After a few minutes and the help of some rope, the entire group manages to make it through the underwater tunnel into the next room. Emerging from the water, with the only light provided being from Melufious' sunrod or whatever magical sources of illumination the group brings, the pool appears to be a large cistern. The water rises up to the height of the floor and directly above it there is a hole in the ceiling with a bucket hanging from it. Twenty feet to the northwest is a pair of double doors.
William Iosef Blazkovich |
"Well... Lets get everyone up and dry and we can move forward."
William walks up to the double doors and takes a peek for traps and a listen for guards.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
He then motions for someone else to verify his findings as he retrieves his musket from his pack and carefully dries out the barrel. He checks to make sure his powder horn has sprung no leaks, and then reloads the weapon. Once everyone is up and at least one other person has confirmed that it is safe to move forward, William will take point and open the door, musket at the ready.
Melufiuos Benidictus |
We have sunstick, ioun torch, and everburning torch. Plus I think Ophelia has her wayfinder glowing.
While trying to catch his breath and dry off, Mel complains to himself"OK, why did I think this was a good idea?"
He tries to get a view through the hole in the ceiling. He assumes it is one of the rooms in the house and wonders if we've seen it yet. Is it the kitchen?
He then takes a look around and checks for traps by the door.
trapfinding: 1d20 + 11 ⇒ (19) + 11 = 30
William Iosef Blazkovich |
"Why because it was a tactically sound idea. The fiendish incursion in this wretched abode certainly has endeavored to protect and reinforce any obvious entrances to their entrenched positions. When one possesses a limited number of troops, a safe wager would be to place smaller contingents guarding secret entrances. Worst case, we face our foes no differently than we would have before. Best case, we face our foes with the element of surprise. Most definitely a course of action worth taking."
He watches Melufiuos as he thoroughly inspects the door for traps with a degree of sincere appreciation for his work. "Have you perchance considered the way of the Arcane Trickster? I have heard of mages who specialize in chicanery by deftness of palm in addition to arcane incantation... and you seem as though you already have a degree of expertise in the matter."
GM Harker |
Thanks for the light update, I figured you all were good in that department and didn't have time to go through the old posts earlier today to check.
Melufiuos is confident that the hole in the ceiling does indeed to lead to the kitchen area where you saw a well earlier.
Neither William nor Melufious find any traps on the door nor hear any guards, so the techslinging human leads the way into the next room.
Inside the cold stone room, you find empty 21 cots sitting in rows. There is no sign of current occupants. A stairwell leads up a wooden door. Moving up the stairs and past the door, you realize they connect to the first floor sitting room. They lead to 'C' on the first map.
Halkale Timarson |
Frostfur surfaces and swims to the dry ground, shaking herself vigorously. She eyes Halkale as he steps from the water. A soft growl rumbles from her as she stares at him, almost like she is disappointed with him making her do that.
Halkale gazes back at her and nods his head and then makes a hand gesture, which seems to make her less agitated.
"F-F-Frostfur is not happy about t-t-this, she m-m-might have figured she'd g-g-get to chew on s-s-something if we were going through all t-t-this."
He restrings his bow and readies himself to follow the lead of the group.
Side note to GM--Bert is in the other campaign. :) it's okay I sometimes have to take a moment to remember which one is which.
Halkale Timarson |
No need to apologize. I am playing 4 games, two games a piece GM'd by the same GM. And in the other pair, my character portrait in one game is used by another player in the other game, gets really confusing.
Quiella |
Quiella wrings the water out of her hair and then ties it back. "I can't say I ever want to do that again."
She looks uneasily at the doorway that leads to rooms they've already passed through. "I won't have to do it again, right?"
-Posted with Wayfinder
William Iosef Blazkovich |
"Twenty-one cots... I fear we shall expect to face twenty-one foes."
William will carefully and methodically go through cot by cot, looking for any personal effects left behind that could give a clue as to who inhabits this place.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
"Well Quiella, if that staircase leads up above as expected then we should not need to swim through again, however we may wish to secure the secret exit to ensure none of our foes can escape through it."
William will look around for something to bar the secret door with, then swim down and secure that exit before heading back upstairs to continue the search.
Melufiuos Benidictus |
Hearing the distress in Quellia's words, the young elf goes down on one knee to be at eye level with the paladin, "No. It appears that we found two alternate paths to the same secret area. Both of them unpleasant," he frowns. A thought strikes him and he laughs, "and I guess you got the worst of it both times. Ops, sorry." he blushes and apologizes. "We should go back through the closet, but this time, we make sure we don't get hit with any more arrows."
To the soldier, "I've thought about it a lot. But there are so many things I want to do, even an elf's lifetime isn't long enough. In fact I only recently decided to stay focused on my current course. "
-Posted with Wayfinder
GM Harker |
The cot room contains only the barest of comforts. These include thin blankets, hard pillows, and cheap framing.
William, if you can come up with some way to use these materials or your equipment to bar the secret door, then I'll be happy to say you block it. Alternatively, someone with Disable Device can make a check to attempt to do so just using thieves' tools.
I'll give you a little bit to figure out how you want to handle this, but I'll move on to the next room within 24 hours.
Melufiuos Benidictus |
disable device: 1d20 + 13 ⇒ (15) + 13 = 28 plus one more if Mel can get a guidance first
-Posted with Wayfinder
Ophelia Endronil |
Take a guidance poke, Mel ;-)
GM Harker |
With a little divine guidance, Melufiuos swims to the secret door in the cistern and manages to bar it closed.
* * *
Returning to the second floor bedroom and then climbing down the iron rungs again, the party finds itself back where it started from in the robe room. A search of the eastern double doors yields no traps or sounds, so the group progresses beyond them. A set of steep stairs lead down to a hallway that continues to the east while also forming a 'T' with a passage to the south. The way further east is blocked by a metal portcullis. The way to the south leads to another steep staircase which takes you to a 50 foot long hallway with a horrifying mural of the Nine Hells covering the entirety of the 50-foot-by-20-foot west wall.
Also over the the southern passage is a balcony 10 feet up. You can see a desk and a chair standing facing the mural and some arcane writing on the floor, although to decipher the latter you would need to get a closer look. The ground floor around the balcony is 10 feet down, so you would need to climb up to get to the balcony from the hallway it overlooks.
William Iosef Blazkovich |
My inner Call of Cthulhu player is twitching again...
"Alright... last time I tried to study arcane writing in the library I was burned. Perhaps someone more skilled in such knowledge would be better to inspect? Melufios?"
William walks towards the mural carefully, looking for traps around it's perimeter.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23